[Freeciv-Dev] [patch #2078] Ukrainian ruleset update

2010-10-20 Thread Vadim

URL:
  

 Summary: Ukrainian ruleset update
 Project: Freeciv
Submitted by: vmikhnevych
Submitted on: Четверг 21.10.2010 at 06:27
Category: rulesets
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Updated list of rulers and titles, added some city details, conflicting &
revolt nations.



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File Attachments:


---
Date: Четверг 21.10.2010 at 06:27  Name: ukrainian.ruleset  Size: 2kB 
 By: vmikhnevych



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[Freeciv-Dev] [bug #16914] suggestion

2010-10-20 Thread pepeto

Update of bug #16914 (project freeciv):

Priority:  5 - Normal => 1 - Later  

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Follow-up Comment #1:

That would be great, that's right. By the way, did you play the tutorial
scenario?


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[Freeciv-Dev] [bug #16913] Bug: AI Skill Level differs from Scenario loaded AI on Player List

2010-10-20 Thread pepeto

Update of bug #16913 (project freeciv):

Category:None => client-gtk-2.0 
Priority:  5 - Normal => 1 - Later  

___

Follow-up Comment #1:

As for bug #16444, the widget on the left of the start page are hard-coded
blind features. They assume the server is synchronized with them, and the
client has no way to know if this is correct.

Note that 'aifill' can be out of synchronization, when setting high number on
a ruleset with very low nations.


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[Freeciv-Dev] [bug #16444] Changing the ruleset doesn't update the ruleset combo box

2010-10-20 Thread pepeto

Follow-up Comment #1, bug #16444 (project freeciv):

See also bug #16913 for AI level combo. 'aifill' can be problematic too.


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[Freeciv-Dev] [bug #16911] Suggestion: Increase the New Game menu size and adding leader gender and city-state information to player list.

2010-10-20 Thread pepeto

Update of bug #16911 (project freeciv):

Category:None => client-gtk-2.0 
Priority:  5 - Normal => 1 - Later  


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[Freeciv-Dev] [bug #16907] Short cut keys for main menu and the main menu bar are not working.

2010-10-20 Thread pepeto

Update of bug #16907 (project freeciv):

  Status:None => Need Info  

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Follow-up Comment #2:

As HanduMan said, you should combine the short keys with the 'Alt' modifier.
Could you confirm it works for you?


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[Freeciv-Dev] [bug #16909] Wish : Attack own units.

2010-10-20 Thread pepeto

Update of bug #16909 (project freeciv):

Priority:  5 - Normal => 1 - Later  


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[Freeciv-Dev] [bug #16912] Not wall popup

2010-10-20 Thread pepeto

Update of bug #16912 (project freeciv):

  Status:None => Need Info  

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Follow-up Comment #1:

This pop-up depends of your message settings. If you disabled pop-up for
"Message from server operator", that's normal it doesn't.


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[Freeciv-Dev] [patch #2077] Add optional separate "rule name" for ruleset objects, allowing them to be renamed

2010-10-20 Thread pepeto

Follow-up Comment #1, patch #2077 (project freeciv):

> I haven't thought of a reason why the rule name needs to go over
> the network to the client yet; hopefully it can stay in the
> server. Otherwise it'll need packet formats changing, of course.

Maybe for saving global worklists? And for saving city report columns
(specialists)?


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[Freeciv-Dev] [bug #16914] suggestion

2010-10-20 Thread anonymous

URL:
  

 Summary: suggestion
 Project: Freeciv
Submitted by: None
Submitted on: Thursday 10/21/2010 at 06:11 CEST
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: rosas_ang...@yahoo.com
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

It would be helpful to have a pop-up window that can guide (new) users
dynamically during play.  




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[Freeciv-Dev] [bug #16913] Bug: AI Skill Level differs from Scenario loaded AI on Player List

2010-10-20 Thread anonymous

URL:
  

 Summary: Bug: AI Skill Level differs from Scenario loaded AI
on Player List
 Project: Freeciv
Submitted by: None
Submitted on: Thursday 10/21/2010 at 02:55 CEST
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

Selected a scenario game (North America classic/medium).
The Player List AI displays  under all Ai players.
However the AI Skill Level dropdown reads Novice. 

Also noticed if I start a new game, set an AI Skill level from the dropdown
to any AI Skill Level, hit cancel and load a scenario, the AI Skill Level in
the dropdown shows my selected AI Skill Level from the previous game that I
had canceled. 

It appears the Ai Skill dropdown remembers which AI Skill level I chose but
does not automatically set to the correct AI skill level if I choose a
scenario. 




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[Freeciv-Dev] [bug #16912] Not wall popup

2010-10-20 Thread Alberto Bonsanto

URL:
  

 Summary: Not wall popup
 Project: Freeciv
Submitted by: master
Submitted on: Thursday 10/21/2010 at 00:51
Category: client-gtk-2.0
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

I don't know if it is a feature but in freeciv version 2.1.x, the server's
could use a code like /wall Hey! and a pop up was showed up in all clients
connected (i don't remember if observers too, but now that pop-up doesn't
appear. :(




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[Freeciv-Dev] [bug #16911] Suggestion: Increase the New Game menu size and adding leader gender and city-state information to player list.

2010-10-20 Thread anonymous

URL:
  

 Summary: Suggestion: Increase the New Game menu size and
adding leader gender and city-state information to player list. 
 Project: Freeciv
Submitted by: None
Submitted on: Thursday 10/21/2010 at 02:48 CEST
Category: None
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

When I started a new game the new game menu is around 560x525 pixels. This
doesn't fit all of the information and cuts off the player list on the right.
Suggest using 800x525 pixels to cover the entire menu.

Also I wish to have the gender of the player's leader and the type of
city-state shown in the player list in the new game menu. 




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[Freeciv-Dev] [patch #2077] Add optional separate "rule name" for ruleset objects, allowing them to be renamed

2010-10-20 Thread Jacob Nevins

URL:
  

 Summary: Add optional separate "rule name" for ruleset
objects, allowing them to be renamed
 Project: Freeciv
Submitted by: jtn
Submitted on: Thursday 10/21/10 at 01:47
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

The current pattern for naming ruleset objects, struct name_translation,
doesn't really allow them to ever be renamed; the same string is presented to
the user as a (translatable) English string and used in contexts where a
persistent unique machine-readable name is needed (savegames).

This is currently getting in the way of making the default language really
en_US (bug #16667); fixing grammatical errors caused by singular/plural
inconsistency (bug #16903); and making specialists into first-class ruleset
objects with proper help (patch #2050).

Sketch of a proposal to fix this, to attract comment:
* Add a new entry 'rule_name' to struct name_translation, to contain the
unique persistent non-user-facing name.
* Initialise it by default to be the same as 'vernacular'; this avoids
changing lots of code and, more importantly, means that ruleset authors
aren't obliged to think of "rule names" for the majority of cases where the
English name is perfectly fine as a rule name.
* Add an optional entry "rule_name" to ruleset items such as units alongside
"name", which overrides the default behaviour. Most ruleset items won't need
to specify this, only where needed.
* I haven't thought of a reason why the rule name needs to go over the
network to the client yet; hopefully it can stay in the server. Otherwise
it'll need packet formats changing, of course.

Examples of use:
* To solve the "Harbour"/"Harbor" problem of bug #16667: for that building
only, in rulesets, change 'name = _("Harbour")' to 'name = _("Harbor")' /
'rule_name = "Harbour"', so that the default string (and key for
translations) is correct for en_US, but existing savegames which reference
"Harbour" continue to work.
* To solve specialists problems of patch #2050, change 'name = _("elvis")' to
'name = _("Entertainers")' / 'rule_name = "elvis"' for similar reasons.

The naïve implementation would increase memory usage a bit. It would be
possible to trade off execution time against this if desired.




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[Freeciv-Dev] [bug #16909] Wish : Attack own units.

2010-10-20 Thread anonymous

URL:
  

 Summary: Wish : Attack own units.
 Project: Freeciv
Submitted by: None
Submitted on: Thursday 10/21/2010 at 01:22 CEST
Category: general
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: wre...@horizon.csueastbay.edu
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

I believe it should be possible to attack your own units, to either get rid
of unwanted units or to level up your other units, using your unwanted units
as target practice. 




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[Freeciv-Dev] [bug #16907] Short cut keys for main menu and the main menu bar are not working.

2010-10-20 Thread HanduMan

Follow-up Comment #1, bug #16907 (project freeciv):

The shortcut keys are supposed to be combined with the 'Alt' key as in all
(Windows) applications.

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[Freeciv-Dev] [bug #16907] Short cut keys for main menu and the main menu bar are not working.

2010-10-20 Thread anonymous

URL:
  

 Summary: Short cut keys for main menu and the main menu bar
are not working.
 Project: Freeciv
Submitted by: None
Submitted on: Wednesday 10/20/2010 at 21:20 CEST
Category: client-gtk-2.0
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: guyod2...@hotmail.com
 Open/Closed: Open
 Release: 2.2.3
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

The short cut keys does not work in the main menu and the main menu bar. 
Start New Game with the short cut key “N”, Start Scenario game with
“s”, load saved game with “l” and connect to network game with
“o” and quit with “Q” are not functional. The main menu bar in the
main game-playing’s interface only responds to unit’s short cut key, but
other things such as [G]ame, [E]dit, [V]iew, and [H]elp does not responds to
there respective short cut keys.




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[Freeciv-Dev] [bug #16904] Minimap has vertical scrollbar even on large main window

2010-10-20 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #16904 (project freeciv):

I did just now test it (1280x1024):

size  30: no scrollbars
size 120: scrollbars
size  50: scrollbars
size  40: scrollbars
size  35: no scrollbars
(... not continued ...)

So the scrollbar is added somewhere between map size 35 and 40. Perhaps it
also depends on the topology? Do you have a savegame to test it?

Due to a bug the minimap did grow until it was larger than the main map some
time ago. How to decide which size the minimap should have?

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[Freeciv-Dev] [patch #2019] [mapimg] map image support for the client

2010-10-20 Thread Matthias Pfafferodt

Follow-up Comment #19, patch #2019 (project freeciv):

update due to changes in bug #16887

(file #10849)
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Additional Item Attachment:

File name: 20101020.1-09-trunk--mapimg-map-image-support-for-the-client.patch
Size:51 KB


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[Freeciv-Dev] [bug #16887] generate a full path from a given relative path

2010-10-20 Thread Matthias Pfafferodt

Update of bug #16887 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #10:

> > Thus, it should return NULL for all other operating systems.
> > Is this OK: 
>
> Yes. Note that the definition of init should be pushed inside
> the conditional block to avoid compilation warnings. 

As the function is only used inside of shared.c the definition is now static
(and inside a #ifdef).

changes:

* define current_dir() as static within shared.c and protect it by #ifdef's
* rename get_current_dir() to get_mapimg_dirs()

(file #10848)
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File name:
20101020.1-trunk-generate-a-full-path-from-a-given-relative-path.patch Size:7
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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2010-10-20 Thread pepeto

Follow-up Comment #1, bug #16905 (project freeciv):

Warclient has a feature for this (default caravan arrival). However, I think
we can do better with the current implementation of the unit orders.


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[Freeciv-Dev] [bug #16863] faster goto

2010-10-20 Thread pepeto

Follow-up Comment #7, bug #16863 (project freeciv):

> Say you have a warrior A (1/3 movement points), a warrior B (3/3
> movement points) and a horsemen (6/3 movement points) on a
> single tile. Then you only need to compute the goto for the
> warrior A (to get the maximum number of turns) and horsemen
> (minimum number of turns).

That won't fit the ruleset definitions. The cost of a path can differ among
the unit type and class, and also the move left at a particular place. As the
cost to move to a tile it ruleset related, and can differ because of the
terrain, it is impossible to know what is the fastest unit.

Anyway, to send the path to the server, the client must calculate the path at
one moment for the warrior B, so it's doesn't make a difference.

> Strictly speaking the path for warrior B might differ from
> those taken by warrior A and the horsemen so maybe it isn't
> worth it. Actualy it might be good for multiple unit gotos to
> take paths so that the least number of units are on any one
> tile at any one time. I.e. if you have 2 path with the same
> cost and 2 units have each unit take one path. But that would
> be a huge change in client and server. Not part of this bug.
> Worth a new bug?

I still don't understand. This is too complicate English for me. I tried to
translate by google, I didn't understand more.


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[Freeciv-Dev] [bug #16863] faster goto

2010-10-20 Thread Goswin von Brederlow

Follow-up Comment #6, bug #16863 (project freeciv):

>> This could be still improved by only using the fastest and
>> slowest unit with comparable capabilities on each tile.

> I am not sure to understand this sentence, but I doubt this is a > good
idea.

Say you have a warrior A (1/3 movement points), a warrior B (3/3 movement
points) and a horsemen (6/3 movement points) on a single tile. Then you only
need to compute the goto for the warrior A (to get the maximum number of
turns) and horsemen (minimum number of turns).

Strictly speaking the path for warrior B might differ from those taken by
warrior A and the horsemen so maybe it isn't worth it. Actualy it might be
good for multiple unit gotos to take paths so that the least number of units
are on any one tile at any one time. I.e. if you have 2 path with the same
cost and 2 units have each unit take one path. But that would be a huge
change in client and server. Not part of this bug. Worth a new bug?



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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2010-10-20 Thread Goswin von Brederlow

URL:
  

 Summary: Goto and do XXX for caravans
 Project: Freeciv
Submitted by: mrvn
Submitted on: Wednesday 10/20/2010 at 14:37
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

It would be nice to have a goto and do

- help build wonders
- enter marketplace
- establish trade route
- keep moving

for caravans. When one has multiple caravans moving around it can be hard to
know what to do with a popup.





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[Freeciv-Dev] [patch #2064] Utility: format natural language list from strvec

2010-10-20 Thread anonymous

Follow-up Comment #1, patch #2064 (project freeciv):

The final binding string for longer-than-two lists should be ", or " rather
than " or " if (and only if) you plan on including the comma in the original
generation string. That is, if you plan to do "foo, bar, or baz" rather than
"foo, bar or baz" in the source code, then the comma should be translateable
separately for the final binding rather than included from the generic comma
translation. Ditto for 'and'.

Two reasons: 1) In Finnish, we don't include the final comma ever. 2) In e.g.
Lojban, you translate the comma for and-lists as "and" as well, so you get a
double-and in the end if the translated comma is manually included.

As a general rule, you want to minimize the use of concatenating fragments as
opposed to using more flexible "%s or %s" style of strings (where the first %s
could be a comma-separated list, I expect). While Lojban apparently can use
connectors like " or " everywhere, it's also possible to say stuff which
essentially comes out as "and foo bar baz" in Lojban - i.e. the and is not
between any of the parameters. 

The target of the listing, e.g. nouns vs. adjectives, singulars or plurals,
make no difference for Finnish. 

For Lojban, there's a distinct difference between an inclusive or and an
exclusive or. There's also some different binding words beyond 'and' and 'or'
that are used in these meanings, but I got the impression that these cases
probably don't apply in Freeciv in the places where you use for loops to
build lists.

Sini Ruohomaa

PS. Yeah, Lojban is an artificial language, I can't remember if we're being
translated into it already or not.

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[Freeciv-Dev] [patch #2076] Crazy caravan patch

2010-10-20 Thread Goswin von Brederlow

Follow-up Comment #2, patch #2076 (project freeciv):

Could this be extended to show the homecity of any unit?


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[Freeciv-Dev] [bug #16863] faster goto

2010-10-20 Thread pepeto

Follow-up Comment #5, bug #16863 (project freeciv):

> If I had to solve this I would first build a list of unique
> units from the selection. Units that have different tiles,
> movement points, capabilities, ... Then goto needs to be compute
> only for those units.

This the idea yes (code: comparing the pf_parameter).

> This could be still improved by only using the fastest and
> slowest unit with comparable capabilities on each tile.

I am not sure to understand this sentence, but I doubt this is a good idea.

> Similary when moving units build the same list. Move all units
> on the list visibly, then move all remaining units invisibily.

That's science fiction for the moment, as every unit is moved separately on
server side and the info is sent to the client.


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[Freeciv-Dev] [bug #16896] Indonesian ordinal numbers

2010-10-20 Thread anonymous

Follow-up Comment #4, bug #16896 (project freeciv):

Got to love the user interface on this one. X-) Repost from the /file/
comments:

For Finnish, I think literal endings would be %d:s even if "yksi" (1) becomes
"ensimmäinen" (1st) rather than "yhdes" which is what the :s indicates. We
get around the problem easily by using the trailing period (1., 2. etc.) for
all ordinals.

Sini Ruohomaa

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[Freeciv-Dev] [bug #16896] Indonesian ordinal numbers

2010-10-20 Thread anonymous

Follow-up Comment #3, bug #16896 (project freeciv):

@Daniel Yes, those are acceptable. Maybe those should be ke-1, ke-2, ke-3,
etc.

@Pepeto I don't understand that code. So, how?

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[Freeciv-Dev] [bug #16904] Minimap has vertical scrollbar even on large main window

2010-10-20 Thread Goswin von Brederlow

URL:
  

 Summary: Minimap has vertical scrollbar even on large main
window
 Project: Freeciv
Submitted by: mrvn
Submitted on: Wednesday 10/20/2010 at 13:13
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.99+svn18226
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

On a map size 30 the minimap has a vertical scrollbar. It would be nicer if
the window for the minimap would grow. My freeciv window is by far large
enough to accomodate this.





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[Freeciv-Dev] [bug #16863] faster goto

2010-10-20 Thread Goswin von Brederlow

Follow-up Comment #4, bug #16863 (project freeciv):

If I had to solve this I would first build a list of unique units from the
selection. Units that have different tiles, movement points, capabilities,
... Then goto needs to be compute only for those units. This could be still
improved by only using the fastest and slowest unit with comparable
capabilities on each tile.

Similary when moving units build the same list. Move all units on the list
visibly, then move all remaining units invisibily.


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[Freeciv-Dev] [bug #16887] generate a full path from a given relative path

2010-10-20 Thread pepeto

Follow-up Comment #9, bug #16887 (project freeciv):

> Thus, it should return NULL for all other operating systems. Is
> this OK:

Yes. Note that the definition of init should be pushed inside the conditional
block to avoid compilation warnings.

> This function is used for fileinfolist_infix() which needs an
> string vector as argument. It could be renamed to
> get_mapimg_dirs() which
>
>* uses the current directory on *nix
>* uses the directories returned by get_save_dirs() on other
> systems
>
> The mapimg file saving from the client is special as it is
> handled by the client and not by the server as are save games.

This looks a good compromise to me.


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[Freeciv-Dev] [bug #16887] generate a full path from a given relative path

2010-10-20 Thread Matthias Pfafferodt

Update of bug #16887 (project freeciv):

  Status:  Ready For Test => In Progress

___

Follow-up Comment #8:

> Maybe, I haven't be clear enough. As current_dir() is a part
> of the public interface, it must work in any environment. If
> it is used in Windows, it will probably produce an error.
> #ifdef must be added inside this function. 

I did add some ifdef's to the function but they are not included in the
patch. Before I do it again, I would like to discuss that is needed. At the
moment the function current_dir() will only work for *nix systems. Thus, it
should return NULL for all other operating systems. Is this OK:


const char *current_dir(void)
{
  static bool init = FALSE;
  static char *current_dir = NULL;

#if !defined(AMIGA) && !defined(WIN32_NATIVE)
  if (!init) {
...
  }
#endif /* !defined(AMIGA) && !defined(WIN32_NATIVE) */

  return current_dir;
}


> get_current_dir() doesn't make sense. The current directory is
> a single directory, so there is no reason to return a string
> vector.

This function is used for fileinfolist_infix() which needs an string vector
as argument. It could be renamed to get_mapimg_dirs() which
* uses the current directory on *nix 
* uses the directories returned by get_save_dirs() on other systems

The mapimg file saving from the client is special as it is handled by the
client and not by the server as are save games.

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[Freeciv-Dev] [patch #2076] Crazy caravan patch

2010-10-20 Thread pepeto

Follow-up Comment #1, patch #2076 (project freeciv):

* The coding style doesn't match http://freeciv.wikia.com/wiki/Coding_Style
* You shouldn't use unrelated colors definitions. There should be new colors
added.
* There is no reason observers cannot see those routes. Also
client_is_observer() is not the right test here, it should be
client_is_global_observer() to make sense. client_is_observer() can be either
global and player observer.
* _goto_tile_ is an old field that can be not to be udpated at right time.
* pcaravan->goto_tile->worked doesn't mean that the city is on this tile. It
should use tile_city().
* Probably the iteration loops should be moved into the current ones.

Else, the idea is good.

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[Freeciv-Dev] [patch #1391] [Metaticket] new code to generate stats (graphics)

2010-10-20 Thread Matthias Pfafferodt

Follow-up Comment #22, patch #1391 (project freeciv):

updated all-in-one patch

(does anybody uses this?)

(file #10847)
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Additional Item Attachment:

File name: mapimg-20101020.diff.bz2   Size:68 KB


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[Freeciv-Dev] [patch #2061] [mapimg] define player colors in the ruleset

2010-10-20 Thread Matthias Pfafferodt

Follow-up Comment #13, patch #2061 (project freeciv):

> Sometimes, using LANG=C allow the client to launch, but it
> usually crash very often due to the unmaintained state of it. 

Lang=C does not help ...


#> LANG=C
#> ./civ --gui xaw
Running ./client/freeciv-xaw
Encodings: Data=UTF-8, Local=ISO-8859-1, Internal=ISO-8859-1
1: Unimplemented set_city_names_font_sizes.
1: last message repeated 2 times
1: last message repeated 2 times (total 4 repeats)
1: last message repeated 2 times (total 6 repeats)
2: Using fallback resources - which is OK
X Error of failed request:  BadDrawable (invalid Pixmap or Window parameter)
  Major opcode of failed request:  62 (X_CopyArea)
  Resource id in failed request:  0x14
  Serial number of failed request:  3408
  Current serial number in output stream:  15374


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[Freeciv-Dev] [bug #16886] Show trade routes in progress

2010-10-20 Thread pepeto

Update of bug #16886 (project freeciv):

  Status:None => Duplicate  
 Open/Closed:Open => Closed 

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Follow-up Comment #4:

Moved to patch #2076.


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[Freeciv-Dev] [bug #16887] generate a full path from a given relative path

2010-10-20 Thread pepeto

Follow-up Comment #7, bug #16887 (project freeciv):

Maybe, I haven't be clear enough. As current_dir() is a part of the public
interface, it must work in any environment. If it is used in Windows, it will
probably produce an error. #ifdef must be added inside this function.

get_current_dir() doesn't make sense. The current directory is a single
directory, so there is no reason to return a string vector.


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[Freeciv-Dev] [patch #2076] Crazy caravan patch

2010-10-20 Thread anonymous

URL:
  

 Summary: Crazy caravan patch
 Project: Freeciv
Submitted by: None
Submitted on: Wednesday 10/20/2010 at 13:28 CEST
Category: client-gtk-2.0
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: prowokat...@o2.pl
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Attached patch shows extra lines for caravans :

If Caravan has goto set to some city and both cities can trade   ( proper
distance, and free trade routes ) then line is shown between cities as yellow
( COLOR_MAPVIEW_TRADE_ROUTES_SOME_BUILT)

in other case the line between caravan and his homecity is shown as some dead
green color ( COLOR_MAPVIEW_UNIT_LINK) 




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File Attachments:


---
Date: Wednesday 10/20/2010 at 13:28 CEST  Name: caravan_progrss.diff  Size:
2kB   By: None



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[Freeciv-Dev] [bug #16887] generate a full path from a given relative path

2010-10-20 Thread Matthias Pfafferodt

Update of bug #16887 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #6:

updated patch:

* include get_current_dir() from gna patch #2019
* cleanup #ifdef's

(file #10845)
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Additional Item Attachment:

File name:
20101020-trunk-generate-a-full-path-from-a-given-relative-path.patch Size:7
KB


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[Freeciv-Dev] [patch #2019] [mapimg] map image support for the client

2010-10-20 Thread Matthias Pfafferodt

Update of patch #2019 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #18:

cleanup patch:

* remove changes to shared.(ch); they are included in bug #16887

(file #10844)
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File name: 20101019-09-trunk--mapimg-map-image-support-for-the-client.patch
Size:51 KB


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[Freeciv-Dev] [bug #16880] Context menu: Take AI player fails

2010-10-20 Thread pepeto

Update of bug #16880 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 
 Planned Release: => 2.3.0  

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Follow-up Comment #2:

Patch attached:
* send_chat() and send_chat_printf() returns the request id.
* send_chat_printf() is utf8 safe.
* the client wait if _/take_ worked before sending _/aitoggle_ if needed,
using update_queue_connect_processing_finished().

Note that if allowtake is set to "Hh", it will fail to take AI players.
However, I think it's normal. In this case the use should toggle the players
manually first, before taking them.


(file #10843)
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[Freeciv-Dev] Questions about code/translations

2010-10-20 Thread Pepeto
Hello,

we are currently working on two translation problems in Freeciv. We need
some info to decide how to fix them.

The first one is about doing string lists, like "foo or bar" or "foo,
bar, and *baz". Please, if your language as some particularity compared
to English, post a comment to http://gna.org/patch/?2064

The second one is about ordinal numbers. The current implementation use
English rules for determine the suffix. Anyway, some language would
probably also need a prefix. Please, have a look to
http://gna.org/bugs/?16896

Regards,
Pepeto



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[Freeciv-Dev] [bug #16903] Inconsistently singular/plural unit names cause improper grammar

2010-10-20 Thread Jacob Nevins

Update of bug #16903 (project freeciv):

 Summary:Improper Grammar => Inconsistently
singular/plural unit names cause improper grammar

___

Follow-up Comment #1:

I know what you mean. However, renaming units is not entirely trivial for the
reasons I give in bug #16667 (comment 5). I'm thinking of a solution to that,
but this morning is too short to contain it :)

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