[Freeciv-Dev] [patch #2997] gtk3-client gtk API cleanup

2011-11-02 Thread anonymous

Follow-up Comment #5, patch #2997 (project freeciv):

Minor note: due to the changes in unitselect.c this patch is now incomplete -
updated version will be attached as soon as the problem with the server gets
solved.

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[Freeciv-Dev] [patch #2715] Use cairo in gtk3-client

2011-11-02 Thread anonymous

Follow-up Comment #40, patch #2715 (project freeciv):

Well, I'm having a little problem here - not with the patch itself, as even
unitselect.c changes weren't that extensive, but with the server.

I've checked out r20415, as it's the last before branching (and I think I'll
stick to the 2.4 branch for the time being) and once I try to start even gtk2
client (which obviously isn't affected by my patches), I get only as far as
the first dialog.

If I chose any of options that would start the local server, the client
hangs.

If I try to start the server itself, I'm only getting:
0: bind failed: Cannot assign requested address

This obviously means I can't test my own patch, so till somebody helps me
with that, any progress is likely to be halted.

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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Zakri Kneebone

Follow-up Comment #10, bug #18901 (project freeciv):

Connect button throws this error:

1: in server_scan_error() [pages.c::716]: Network is unreachable

Dialog becomes unresponsive.

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[Freeciv-Dev] [patch #2738] Client <-> metaserver communication thread

2011-11-02 Thread Marko Lindqvist

Follow-up Comment #4, patch #2738 (project freeciv):

- Updated against current svn

(file #14393)
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[Freeciv-Dev] [bug #18835] Make many diplomacy dialogs easier to manage (e.g. using vertical tabs)

2011-11-02 Thread Karl Goetz

Follow-up Comment #23, bug #18835 (project freeciv):

have to say the vertical thing is *much* preferable to the horizontal tabs
for large numbers of nations. the vertical scroll thing is slightly annoying,
but if playing with a mouse is tolerable. (I don't think the UI has enough
room for a second row of nations, so we can skip that idea)
I think diplomacy feels nicer if chat has been floated (so the dipl takes up
the whole area), but since it s annoying having chat floated while playing i
guess thats just how things are :)
I definitely like the large clauses window, only problem is the distance that
the player has to scroll in order to accept it the clauses. Is it possible to
move the accept/cancel buttons?

Thanks for working on those patches, i'd probably be happy with them 'as is'
(at least for a broader audience).


If anyone wants me to upload the source packages i'm using for testing
somewhere i can (eg, if they want to build them on ubuntu/debian/a deriv).

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[Freeciv-Dev] [patch #2554] stub lua AI module

2011-11-02 Thread Marko Lindqvist

Follow-up Comment #5, patch #2554 (project freeciv):

Looked just configure stuff, and that at least is not at all correct. Search
ai/Makefile.am and configure.ac for word "threaded" to see how
enabling/disabling static/dynamic threaded ai is implemented.

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[Freeciv-Dev] [patch #2715] Use cairo in gtk3-client

2011-11-02 Thread Marko Lindqvist

Follow-up Comment #39, patch #2715 (project freeciv):

This no longer applies cleanly on top of trunk + patch #2997. Note that #2997
itself was changed from version that was submitted to this ticket earlier as
it didn't apply cleanly on latest unitselect.c

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[Freeciv-Dev] [patch #2997] gtk3-client gtk API cleanup

2011-11-02 Thread Marko Lindqvist

Update of patch #2997 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #4:

> changes in gui-gtk-3.0/colors.c to color_alloc should probably
> be in the cairo patch, as before it gdk_draw_* functions might
> need allocated colors (with cairo it's obviously not needed).

Seems so. Reverting color_alloc() changes from this patch resulted in correct
colors.

Will you add them to next version of patch #2715?

(file #14392)
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[Freeciv-Dev] [bug #18835] Make many diplomacy dialogs easier to manage (e.g. using vertical tabs)

2011-11-02 Thread Karl Goetz

Follow-up Comment #22, bug #18835 (project freeciv):

Thanks for the link to bug #18781, i'm now cc'd. I'll download the patch and
try it out today.

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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Zakri Kneebone

Follow-up Comment #9, bug #18901 (project freeciv):

Correction, it failed independent of the files. 
It fails to connect to local game, I'll try starting a new game from
client...
restored .freeciv-client-rc-2.5, server won't start.

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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Zakri Kneebone

Follow-up Comment #8, bug #18901 (project freeciv):

...deleting old .freeciv files in home folder causes client to stop
responding when clicking connect on localhost game. (gtk2)
stdin/out:
./fcgui
Unable to find client executable: freeciv
Searching for freeciv clients ...
... using ./client/freeciv-gtk2
Running ./client/freeciv-gtk2
2: Didn't find the option file.#Clicked connect...
Killed


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[Freeciv-Dev] [patch #2834] genlist mutex

2011-11-02 Thread Marko Lindqvist

Update of patch #2834 (project freeciv):

  Status:  Ready For Test => Done   
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #3007] City center roads subject to terrain restrictions

2011-11-02 Thread Marko Lindqvist

URL:
  

 Summary: City center roads subject to terrain restrictions
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 03 Nov 2011 12:02:41 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

This patch changes rule that city center *always* has road to that city
center roads are subject to terrain restrictions. If terrain cannot have road,
city center will have no road. If city is on river tile and player doesn't
know bridge building, city center will not gain road (but existing one is not
removed if city is conquered by player who lacks required technology)

Testing has been minimal so far. I would be quite surprised if there will be
no iterations of this patch before committing. I set status to "Ready For
Test" instead of "In Progress" regardless, to keep tthe option that I'll
commit this one if it passes my tests.

This patch may seem like something that changes one arguably wrong rule to
another one that others may consider wrong, and does so by making code more
complex and bugprone. I should mention that having existence of roads to
always respect terrain restrictions makes some future patches much more
simpler, cleaner, and less bugprone.

Cities on river tiles not having roads in the beginning of the game can make
huge difference. That needs a lot of testing, and possibly some other changes
to balance it, or even just new, more compatible with future patches,
implementation of the feature that cities on river tiles get road even when
bridge building is not known.

While testing this patch I noticed that roads in cities were not upgraded
when I granted technologies from editor. That may be bug in existing code
(=stable branches) meaning city center roads are not upgradet when one gives
Railroad-technology in editor. This should be checked, and separate bug ticket
opened for it if it indeed is buggy.



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File Attachments:


---
Date: Thu 03 Nov 2011 12:02:41 AM EET  Name: CityCenterRoadsB.diff  Size:
10kB   By: cazfi



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[Freeciv-Dev] Hanging game- Freeciv

2011-11-02 Thread LWFiczeri

Sir:

I for the most part have enjoyed trying to play Freeciv as a Linux 
game on now three different distros from Ubuntu.  My last version, 2.2.4 
(I think it was)  ran pretty much issue free on Ubuntu 11.04 set with 
the classic GNOME desktop (due to some hardware detection issues from 
Canonical.)


On 20.11.2011 I upgraded from Ubuntu 11.04 to 11.10 and after some 
major seating in issues with the version supplied by the update manager 
I reinstalled a new distro version from an ISO USB stick of the down 
load available version direct from Canonical.  I may now log in with 
several choices of desktop which include (to name most):


Ubuntu  (full Unity)
Ubuntu 2D  (Unity with reduced graphic enhancements)
Gnome
Gnome Classic


 I am a relative Newbie to Linux and the only packages I have installed 
from the CLI terminal are packages I did not find included with the 
distro and a few games. I don't think these should impact your game but 
they are :




Synaptic (package manager)

Gnome Shell ( to allow for classic GNOME desktop  )

dconf- tools  (editing )

Gnome Session Fallback

Compizconf Settings Manager ( to tweak the Unity Dash/Launcher Panel)

While using Ubuntu 11.04 I thought I had installed a version of 
Freeciv numbered perhaps 2.2.4 if memory serves properly.  The game ran 
for the most part without flaw although a few times (very few actually) 
it would hang up when in the very late stages and the human and AI 
players got very big. I mean hugely immensely big to borrow in part the 
words of the Hitchhikers Guide.


With this latest version of Ubuntu 11.10 I find that now I have 
installed a Freeciv 2.2.7 version.  This has a major issue with it which 
makes the game almost unplayable except as a test bed to try minor early 
on strategies.


When going to;

Civilization >  F6/Research > Researching   the game runs just fine.

but,

Civilization >  F6/Research > Goals  creates a situation

 where the game may continue to play or it  may not.  
It not only just stops but no as yet found keyboard keys or finger pad 
mouse choices will either get it to resume or to just exist.  The only 
solution is for either a *Cntrl + Alt + Del*  keyboard move to the log 
out/shut down of the whole laptop or even a finger pad mouse choice of 
the log out/shut down manager.


When I say the machine hangs I do indeed mean precisely that.  
Nothing can be done to work on the machine.  One can not get off of the 
game page. One can not just shut the game alone down.  One is stuck 
unless one does the mouse or keyboard shut down or (heavens forbid) a 
power crash shut down which is not good for the system.


Since the machine ran the software perfectly in previous releases I 
don't think it is a machine problem.



*

I am unable to find where in the directory tree the files for 
freeciv 2.2.7 are stored.  As I stated above I am relatively new to 
Linux and its lack of a MS DOS like start > explore > 'directory tree' 
sort of function has eluded me so far. I have not found the Feeciv 
folders/files yet.


I notice that you have an updated version of Freeciv 3.0.0 (I think 
it was) available but have not found it yet for Linux.  If this issue 
was previously addressed and worked on then I apologize for taking up 
your valuable time.  For the record I am not the least bit upset nor at 
all angry with the Freeciv game or its developers.  I just hope it is a 
short term glitch and can be fixed/repaired.


In the earlier versions I enjoyed many things and only disliked a 
few things about Freeciv which are now apparently fixed or were missed 
before.  The ability to  'not save ' the game on leaving or quitting was 
not found before creating,  I presume, a large file of patterns for old 
games.  Some of the fog of war like options have also seemingly been 
improved.  Thank you so much.  I hope that the apparent 'cheating' of 
the AI players has also been reduced some as in my last previous version 
(Freeciv 2.2.4 ?) it was possible to almost predict to a turn where and 
when barbarians/pirates and even AI players. would pop up. It was almost 
possible to also predict  just about how slim the gold treasury could be 
reduced to in order to almost ensure Barbarian/Pirate events.  None of 
these were usually fatal but always just another nuisance to badger one 
while trying to play. The predictablity of them became an issue of 
apparent machine cheating. Not as bad as the famine and starvation rules 
when going to Democracy, but still a real pain.


Am I correct, by the way, in noticing that the rules for the AI 
players are quite different from those for the human players?  They seem 
to be able to pack their cities together much closer than the minimal 
spacing settings chosen. They also seem to have much lesser or no 
maintenance requirement on units and enhanced production and research.  
I have already seen a rather la

[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Zakri Kneebone

Follow-up Comment #7, bug #18901 (project freeciv):

I'll try deleting my *test dir and doing a fresh copy from *trunk; then
autogen...
Compiled and ran fine last weekend without the api_actions.h, haven't done
anything but svn update since...
ahh, Restore from pristine copy compiles just fine.
Server boots
client gives error on connecting to network game (localhost):
2: Didn't find '.freeciv-client-rc-2.5' option file, loading from
'.freeciv-client-rc-2.4' instead.
1: Invalid argument

(I'll get around this by deleting old settings files)...


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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Matthias Pfafferodt

Follow-up Comment #6, bug #18901 (project freeciv):

make clean or make distclean & ./autogen.sh helps as it forces a recreation
of all files; I had this case quite often at the time I developed the tolua
patches

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[Freeciv-Dev] [patch #3006] Set S2_4 datasubdir as "test"

2011-11-02 Thread Marko Lindqvist

URL:
  

 Summary: Set S2_4 datasubdir as "test"
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 02 Nov 2011 11:25:43 PM EET
Category: bootstrap
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0

___

Details:

S2_4 datasubdir will be set to value "2.4" only when datafile format freezes.
That way no files incompatible with final 2.4 will end to that directory.
Currently datasubdir for S2_4 is "dev", same as for trunk. As trunk and S2_4
are soon going to be incompatible in that respect too, sharing same datasubdir
makes development and testing more troublesome than it should.
Attached patch solves this by setting S2_4 datasubdir to value "test" for
now, until it gets its final vbalue "2.4".
While I'm on it, patch changes also version label; S2_4 is labeled as "alpha"
for now.



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File Attachments:


---
Date: Wed 02 Nov 2011 11:25:43 PM EET  Name: S2_4alpha.diff  Size: 560B   By:
cazfi



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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Marko Lindqvist

Follow-up Comment #5, bug #18901 (project freeciv):

You could try to:
1) Create dummy api_actions.h by "touch api_actions.h" so there's something
automake can find
2) Build once so that automake notices that tolua_server_gen.c no longer
includes api_actions.h
3) Delete dummy api_actions.h 

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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Marko Lindqvist

Follow-up Comment #4, bug #18901 (project freeciv):

No, wait! This could be caused by automake's dependency tracking. During
earlier build it has flagged tolua_server_gen.c compilation to depend on
api_actions.h and now it can't make the one build thta would update its
information without that header. I've had problems like this, but I don't know
any less drastic way that works reliably than deleting and recreating whole
builddir. 

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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Marko Lindqvist

Follow-up Comment #3, bug #18901 (project freeciv):

> Isn't autogen.sh run automagically in ./configure?

It's the other way around; autogen.sh generates configure, and then runs it.

I think your problem is that tolua_server_gen.c has not been regenerated when
api_actions.h include was removed from tolua_server.pkg. You can force its
regeneration during next build simply by removing it (
server/scripting/tolua_server_gen.? ) but without knowing what has caused it
not to get regenerated I would be a bit worried what else should be
regenerated but is not, even if not causing compile to fail.

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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Zakri Kneebone

Follow-up Comment #2, bug #18901 (project freeciv):

Isn't autogen.sh run automagically in ./configure? Anyways tried that
autogen; make twice no success. I'll attach my autogen output.


(file #14389)
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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #18901 (project freeciv):

did you try a clean build (starting with autogen.sh)? Sometimes removed files
are still included in Makefiles if they are not regenerated.

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[Freeciv-Dev] [bug #18901] Compile fail, dependency

2011-11-02 Thread Zakri Kneebone

URL:
  

 Summary: Compile fail, dependency
 Project: Freeciv
Submitted by: i1abnrk
Submitted on: Wed 02 Nov 2011 04:57:51 PM GMT
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.99
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

Dependency for removed file produces compile failure on clean build, trunk
(gtk2)
tolua_server_gen.c:25:25: fatal error: api_actions.h: No such file or
directory
compilation terminated.
make[6]: *** [tolua_server_gen.lo] Error 1




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[Freeciv-Dev] [patch #2942] Read Road names from ruleset

2011-11-02 Thread Marko Lindqvist

Update of patch #2942 (project freeciv):

  Status:  Ready For Test => Done   
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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