Re: [Freecol-developers] Mods and methods of boosting a slow start

2024-07-11 Thread D Blakeley via Freecol-developers
 Hi Jonas,
Not sure myself, so if none of the devs have got back to you then I recommend 
you drop by the FreeCol channel on the Colonization discord as main dev Stian 
and a few modders are very active there and will be able to help as I think 
I've seen Stian discuss the possibility of stories, missions & achievements in 
the past. :)Join the Sid Meier's Colonization Games Discord Server!


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Join the Sid Meier's Colonization Games Discord Server!

Check out the Sid Meier's Colonization Games community on Discord – hang out 
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Regards

Blake
On Monday, 8 July 2024 at 06:01:19 am ACST, Jonas Stumph Stevnsvig 
 wrote:  
 
 Greetings Freecol Devs, and congratulations on a very polished looking 1.2.0 
release.


I have had an opportunity to binge freecol on a couple of different PCs, since 
I found myself forced to rest. Audiobooks and Freecol is a good combination.

I have a question regarding the mod system. I found myself thinking that some 
sort of helt to get a lead on your european counterparts sould be an 
interesting twist - e.g. a  mission system where a mission could be :"1000g 
bonus for being first to  discover 5 tribes" or "first to unearth 5 lost city 
rumours", or maybe an investment mod:  seeking investors in your home country 
that demand (e.g. a minimum annual number of furs from year 15xx tp  year 15yy 
in exchance for providing two pioneers and some tools early on...)

My question is this: could this be achieved with the current mod system? or is 
it too extensive? I wouldn't want submit changes like these as PRs to the main 
code.

Best regards

Jonas Stevnsvig
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Re: [Freecol-developers] Pull-Requests needing review

2022-10-29 Thread D Blakeley via Freecol-developers
 I very much like both of these. I'd suggested the Bartolome change in a ticket 
years ago so it's great to see someone agreeing and making it happen! :)
On Saturday, 29 October 2022 at 06:42:15 am ACDT, David Lewis 
 wrote:  
 
 I've submitted a pair of pull requests that I'd love to get a review/feedback 
on.
   
   - The ability for FreeColonists to gain experience from indoor production: 
https://github.com/FreeCol/freecol/pull/129
   - This PR changes how Native Converts are converted to Free Colonists after 
Bartolome is recruited: https://github.com/FreeCol/freecol/pull/130

- David
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Re: [Freecol-developers] Discord Group for FreeCol Devs

2022-10-19 Thread D Blakeley via Freecol-developers
 David's invite expired after a few days so here's one that won't:
https://discord.gg/4XP4S9yfJ8

If anyone from the dev team joins, let me know who you are and I'll give you 
the dev team title which gives you access to the private FreeCol chat channel.
Hope to see more of the old guard (eg Mike & Winter) join as there's been lots 
of great dev chat going on there between Stian, David, Caleb and fans resulting 
in votes and decisions on various issues.
Regards
Blake
On Saturday, 24 September 2022 at 07:54:28 am ACST, David Lewis 
 wrote:  
 
 Hey ya'll just a reminder that we have a Discord group for Freecol and Freecol 
devs:
https://discord.gg/pZsGD5Bu

Good place to go if you're interested in more frequent Freecol development 
discussions.
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Re: [Freecol-developers] FreeCol with Java

2022-05-05 Thread D Blakeley via Freecol-developers
 Oh wow! Thank you Stian. Works for me, although the real test will be the 
folks without the required java so I'll pass this on to the people who've 
reported problems!
Regards
Blake
On Friday, 6 May 2022, 03:15:48 am ACST, Stian Grenborgen 
 wrote:  
 
  
Hi,




I have just added a new Windows installer for 0.12.0 that includes a JVM:

https://sourceforge.net/projects/freecol/files/freecol/freecol-0.12.0/




If this works properly, I can look into building a new release package for 
macOs that includes a JVM as well -- and make automated build jobs on Github.




(unfortunately the packages needs to be built on the target system)








Best wishes,

Stian Grenborgen

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Re: [Freecol-developers] [freecol:wiki] mpope modified page 0.12.0 Release Notes

2022-05-04 Thread D Blakeley via Freecol-developers
 > No, we should distribute mods as normal folders when they are included in 
 > FreeCol itself.
> ZIP files should be used when distributing the mod in other places ... like 
> the forum. The advantage of having a ZIP file (instead of RAR or other 
> formats) is that you can just place the file in the mods directory without 
> unpacking (although there are some issues with that right now, as mentioned 
> in the bug report).
No worries I'll see about adding Mazim's mod (as a folder) into the 3rd party 
mod area soon then. :)


> JAVA 11 REQUIREMENT ISSUES:> The best solution for our users would be 
> offering separate installers where a minimized Java Runtime is included ... 
> and recommend those installers to people who don't know what Java is. I think 
> this would only be needed for Windows and macOs.
> The simplest approach is most likely building separate packages for Windows 
> and macOs rather than having a multi-platform installer. We should probably 
> change to platform specific installers instead of the Java-based on we are 
> currently using.
> This is definitely something we should fix before the 1.0 release of FreeCol.

Thank you Stian! That should help a lot of people. Should I create a ticket for 
this issue? Not sure if it's really a bug so maybe in the 'improvement 
requests' ticket area?

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Re: [Freecol-developers] [freecol:wiki] mpope modified page 0.12.0 Release Notes

2022-05-02 Thread D Blakeley via Freecol-developers
 0.12.0 RELEASE ANNOUNCEMENT POSTS:>> 2. Make an announcement on the forum and 
Discord channel that we will be releasing 0.12.0 in a few days -- and that 
testing and bug reports (or even reports that everything works fine on a 
specific operating system) is especially appreciated.
> No problems with that, and I definitely can see the point with #2, given
> that I am still finding event-dispatch-thread related crashes.  What would
> be really good is an intense burst of testing.  Where is our publicity
> manager--- you there Blake?

Opps, sorry Mike! All my FreeCol dev emails go into a sub folder otherwise my 
main inbox gets a bit crazy. I usually only check the subfolder on weekends and 
I think I checked on sun night right before you sent this last week. Was busy 
this weekend but have seen all this now!I also see that Stian made the 0.12.0 
incoming announcement on the Col Discord and then Caleb posted the 12 release 
there and also on the Col Facebook group too. However there are other big 
communities I can still take care of...
So I've just gone and done my Reddit Col group too (which I think I told you 
guys before has now exceeded the FB and Discord groups in member size) 
here:https://www.reddit.com/r/ColonizationGame/comments/ugkrlu/freecol_0120_stable_release_is_here/

I've then shared that with the 4x gaming reddit groups as there's thousands of 
fans there 
too.https://www.reddit.com/r/4Xgaming/comments/ugkwqk/freecol_0120_stable_release_is_here/

I've also updated our IndieDB page with the new 0.12.0 release. And since this 
is a big occasion then I think it's finally time to use the IndieDB article 
area which can be used for posting announcements, dev diaries and project 
milestones etc. These articles go onto the main IndieDB front page where 
thousands of visitors 
browse.https://www.indiedb.com/games/freecol/news/freecol-0120-stable-release-is-here

Oh and BTW cheers for sticking my name in the 0.12.0 contributors list for that 
big map job a while back, much appreciated. :)

FREECOL WEBSITE:I see you've already taken care of the freecol website 
announcement which is good as I never figured out how to add news articles, 
although I see you had some troubles yourself...

> I have uploaded 0.12.0, but mucked up the files that needed changing on> the 
> website.  Can someone remind me of what needs to be kicked before
> uploading from our www.freecol.org directory?  You can see the failure on
> pages like: https://www.freecol.org/download.html

> Sort of fixed.  I found a post about the jekyll config in our mailing list
> archives.  I may have missed a file or two, as the upload script is out of
> date, so I would appreciate it if the website wranglers would take a look
> at the current state.
Yup you got it working as I'm able to load that page and use the download 
links. I'm also able to see your new news post there too. I think those mailing 
list Jekyll instructions were the oldest ones. Winter posted new ones in the 
actual news area itself here if anyone needs 
them:https://www.freecol.org/news/first-steps-for-contributing-to-freecol-website.html

Which I think was created from the discussion between him and me a while back 
when he attempted dumb the whole process down for me as I had no idea what was 
going on lol:
https://sourceforge.net/p/freecol/discussion/141200/thread/e78a6df83d/?limit=25#c3c3/ee20/6536/6977/bd1f/efac/7ba8/1b81/6c34/5677/af5b/8cc4/b0be

ADDING A 3RD PARTY MOD TO NEXT RELEASE:Oh and regarding the 0.12.0 release, I 
notice Mazim's popular New Nations mod that not only adds more nations but also 
allows people to play 12 player Col games (which is a handy line when I'm 
marketing the game heh) didn't make it in so I guess I better get off my butt 
and do it myself to make sure it's there for the next release haha! As I did 
originally promise I'd do that however I wasn't sure if Stian was checking and 
approving mod additions himself these days so I held off, but I'll go ahead and 
get it 
sorted.https://sourceforge.net/p/freecol/discussion/141200/thread/658935e76f/?page=1#0a18
However before I submit his work into github there's an issue I need Mike/Stian 
guidance on. Stian posted in Mazim's thread that the mod needs to be in zip 
format for the game to use it which was a bit of a surprise as all the existing 
3rd party mods with freecol are not zipped and are just loaded from folders. So 
if I need to add Mazim's mod in a zip instead of a folder then should we be 
changing all the other existing 3rd party mods included with Freecol into zips 
as well? If so then FYI there's some sort of problem with the zip loader which 
I've posted about here:https://sourceforge.net/p/freecol/bugs/3249/

JAVA 11 REQUIREMENT ISSUES:The other thing is the whole recent requirement for 
Java 11. While most programmers have modern 11+ java dev kits most regular Jo's 
(ie your fan base who just want to play the game) do not and just have the 
regular Java 8 runtime edition that 

Re: [Freecol-developers] GitHub Mirror and "Nightly" releases

2022-04-24 Thread D Blakeley via Freecol-developers
 > It's apparently even possible to automatically post messages to Discord and 
 >Facebook -- although I have not tried that before.
Yeah that's sounds good and I'm happy for it to automatically send to the Col 
social media groups I run as like I said in the past I pretty much set them up 
for promoting FreeCol to general Col fans anyway haha! Like Caleb I have no 
idea how to set something like that up either though sadly. Hopefully the 
discord github action supports giving it a specific subchannel within the 
discord (eg the freecol subchat we've been using) otherwise god knows where 
it'll end up in the channel. Stian's been doing some cool stuff in that chat 
lately which is awesome to see as there's a few programmers there who sound 
tempted to join the team! Also if you guys want a private developer only 
subchat setup on the Col discord too for the team to communicate without snail 
mail delays just let me know. :)
Oh and does GitHub Actions support posting to Reddit too? As FYI I also set up 
a 3rd Col community there too which has surprisingly actually now grown bigger 
than the Facebook and Discord ones!https://www.reddit.com/r/ColonizationGame/


Regards
Blake
On Sunday, 24 April 2022, 09:03:56 am ACST, Caleb Williams 
 wrote:  
 
 I think that's an excellent idea. We should go for it. It's beyond my ability 
and knowledge (and perhaps access to SourceForge). Anything the developers can 
do to make FreeCol more accessible to the people that are playing the game, the 
better. Posting to Facebook and Discord would be really helpful too.
Caleb R. Williams

Photographer
w: http://calebwilliamsphotography.com
b: http://blog.calebwilliamsphotography.com
e: cale...@gmail.com
c: 612-275-7796


On Sat, Apr 23, 2022 at 12:06 PM Stian Grenborgen 
 wrote:

> [Caleb:]
> The GitHub mirror was originally configured to be an automatic process. I 
> believe
> it was a Travis CI hook, but at any rate when changes were made to the SF 
> repository,
> the CI hook ran and pushed to GH.

We can do this directly from SourceForge.net using a Git server hook. There is 
no need for Travis.


> AFAIK, the nightly releases were also automated, probably through the same 
> hook to Travis
> CI. At any rate, the CI was no longer free (due to plan changes) and quit 
> working.

We can use GitHub Actions for making these builds. Github Actions is free for 
public repositories.


> One issue with the process is it isn't consistently timed as I have to 
> physically perform each part
> of the process. I also cannot generate the MacOS installer.

The Mac bundle can be created using GitHub Actions. We can also automatically 
both build and publish nightly builds. Release notes can be automatically 
generated using commit messages (although such a commit log might not be user 
friendly). It's apparently even possible to automatically post messages to 
Discord and Facebook -- although I have not tried that before.


Best wishes,
Stian Grenborgen
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Re: [Freecol-developers] FreeCol 1.0

2022-04-22 Thread D Blakeley via Freecol-developers
 Well if you guys don't call it the big 1.0 then it would be good to see the 
big 0.12.0 stable release finally out there. People are still downloading the 
ancient 0.11.6 stable release due to them thinking the nightly releases are 
scary mega unstable programs lol. However in their attempt to be 'safe' they 
end up with a super old version of the game that's missing a lot of the 
features the latest builds have. So whatever you call it I'll just be happy to 
see that old 0.11.6 build gone from all the download pages and replaced with a 
new stable one.
As for whether it's ready to be called 1.0 that's up to you guys but I would 
agree that waiting until Misiulo has finished the rest of the graphics is best 
otherwise it looks like a bit of a unfinished jumble of 2D and 3D terrain. Also 
I find myself wondering whether preserving all the old 2D art stuff as a 
optional mod would be handy for those that don't like the new stuff when it's 
all done for 1.0.
Speaking of mods, Mazim's finally completed his popular New Nations mod that 
not only adds more nations but also allows people to play 12 player Col games 
(which is a handy line when I'm marketing the game heh) so it would be good to 
finally add that into the included mods area before any such big release so 
people don't have to keep digging through his thread for it 
separately:https://sourceforge.net/p/freecol/discussion/141200/thread/658935e76f/?page=1#0a18

I already added all of Mazim's best maps from his collection into FreeCol's 
releases a while back so that's all good now.
So yeah.. nothing else really comes to mind from me. :)

Regards
Blake
On Friday, 22 April 2022, 01:55:52 pm ACST, Michael T. Pope 
 wrote:  
 
 On Thu, 21 Apr 2022 18:09:51 +
Stian Grenborgen  wrote:
> We have made great progress on FreeCol since our last release, and should 
> make an official release rather soon.
> 
> I think releasing the game as 1.0 will show the level of maturity our game 
> has reached ... and also signify the awesome new additions to the game:

All this is true and great progress, but we have always said 1.0 will be
fully Col1 compatible (at least in classic mode).  I do not think we are
there yet.  A look at the WWC1D? wiki page will show that we do not even
know how compatible we are:-).

We *should* indeed do a release though, whatever the number it gets.  It
is overdue.  I was not pushing hard there lately as (apart from the usual
time crunches) the worst blocker bug was the total breakage (some
self-inflicted:-P) of the TradeRouteInputPanel.  Which just got fixed this
week, bravo Stian. The next worst one I know is the queue of AI ships
(BR#3228) which I hope to look at one the weekend (long weekend in .au,
hooray), but letting AI fail block release is a bad idea.

However I probably should do a quick review of the state of the bug list
to see if we have other bad enough bugs to be considered release blockers.
I will try to do the review this evening.

Cheers,
Mike Pope
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[Freecol-developers] Nightly releases, group updates and invitations for Stian

2022-01-15 Thread D Blakeley via Freecol-developers
Wow.. the recent work you guys have done with animating oceans and clouds 
sounds so cool. Just my luck that after a 3 year delay I finally release and go 
public with my big FreeCol tour video right before you guys make such a cool 
and massive change to the game's appearance haha *facepalm*, I guess I'll just 
have to do a bonus episode video at some point lol! This is super cool and it's 
already getting peoples attention so I've gotta ask again if there be a nightly 
release soon so 'regular Jos' like me can see it without all the compiling 
business? Sorry to pester you guys about that but because I'm the go between 
contact between you guys here and the fans in the Col groups people are 
pestering me about it haha! And of course I'm also copping the usual negative 
"there hasn't been a nightly release in nearly a year so freecol must be dead" 
garbage lately from people so it would be good to stop all that with a new 
pre-release build even if its a one off for another 6-12mths while you guys 
work on the next big stable release.
Also this reminds me.. Stian, I'm not sure if you were reading all the dev 
messages over the last year or 2 but if not then I should let you know about 
some of the stuff I setup. As well as creating the welcome & information thread 
and updating the sourceforge front page pictures and info areas with Mike (by 
working with I mean I continuously pestered the poor guy for months about that 
haha) as well as helping Winter update the website front page and downloads 
area to ensure the project looked alive and well again (as nearly all the stuff 
in those areas was 10 years old giving fans the wrong impression), I also set 
about fixing a fan community issue in that Colonization had no social media 
presence and no forums were left either. So I created the Colonization Fans 
facebook, Discord and Reddit groups for fans to get together and talk about the 
classic game while I also created these groups to not so secretly promote 
FreeCol content bringing more fans and programmer talent here to support the 
project. The videos I've been releasing recently are the final stage in 
promoting FreeCol and these ColFan communities to build them up and ensure that 
we can have direct access to the fans for years to come whenever something 
important happens with FreeCol. I still haven't fully promoted these videos 
across all the retro gaming communities yet so there's still plenty of growth 
in the months to come. So if you or any other members reading this would like 
to join these groups you are more than welcome to as having one of FreeCol's 
original creators visit would be a huge honour! However it's perfectly fine if 
you don't as I remember Mike and Winter saying they're not big social media 
people and you may be the same. I'm happy to still be 'the face' of FreeCol in 
the groups to stop disinformation and share important news etc. :)
At this stage the Col FB group is up to 197 members so is just about to hit a 
milestone!https://www.facebook.com/groups/ColonizationGame

Despite being much newer the Col Reddit group as really taken off and is about 
to overtake the FB group as its at 193 members 
now!https://www.reddit.com/r/ColonizationGame/

And lastly the Col Discord group is newer than the others and has also been 
pretty slow in its growth so is only up to 53 member now, it would have been 56 
but I had to boot 3 morons for spamming haha. I should also mention that this 
discord has a dedicated FreeCol subchat area. Obviously many fan projects use 
Discord for chatting so keep it in mind should anyone wish to switch to it in 
the future if sourceforge suddenly closes or something 
lol.https://discord.gg/CHcH75s

And lastly a year or so ago I was able to gain control of the old abandoned 
FreeCol IndieDB page. We don't know who originally set it up many years ago, it 
may have been you Stian? However for whatever reason it became abandoned for 10 
or so years and was under no users control anymore. So I contacted the site 
admins, discussed the situation and was able to get them to give me full 
control of the page. This then allowed me to update its pictures, information 
and downloads to get it all on par with the modern up to date information on 
the FreeCol sourceforge and website. To ensure it never becomes abandoned again 
if something happens to me I switched control of the game page from my account 
to a IndieDB FreeCol dev team group and brought in Mike and Winter into the 
team and gave them full control over the group and game page too. I've just 
sent you a invite to the group too so there should be an email in your inbox 
just before this one. If you would prefer the invite sent to a different email 
of yours let me know. If you're not interested in joining that's fine too. With 
Mike, Winter & myself there it should ensure the page stays under the dev teams 
control now and doesn't get lost again or claimed by an impostor. IndieDB is a 
great site for 

Re: [Freecol-developers] (no subject)

2021-12-22 Thread D Blakeley via Freecol-developers
Hey guys,
As some of you know I'm not programmer so anything I say about this should be 
taken with a grain of salt lol. However today I noticed some panic in the fan 
game community regarding fan games made with Java due to a 'Java Log4j exploit' 
recently discovered and doing the media rounds. Thought I better mention it to 
you guys...
https://www.cnet.com/tech/services-and-software/log4j-software-bug-cisa-issues-emergency-directive-to-federal-agencies/

https://cve.mitre.org/cgi-bin/cvename.cgi?name=CVE-2021-44228

Also is the Nightly pre-release building currently broken? Had a number of fans 
asking me about them. I've assured them FreeCol is not dead and that the behind 
the scenes dev emails are flowing bigtime lol.


Regards
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Re: [Freecol-developers] Hello FreeCol Team!

2021-12-04 Thread D Blakeley via Freecol-developers
 Hey guys,
Just wanted to say it's wonderful to see new programmers coming on board, our 
fearless leader Mike back (with all the covid troubles in Vic I was a bit 
worried about ya when you went quiet mate haha), and one of the original 
founders Stian back, wowzer! FreeCol is still alive baby! :)
I'm guilty of being quiet here for ages too so here's some good news from me to 
add to the good news from you guys...
FreeCol Marketing/Recruitment Update:I've been promising you guys for 3 friggin 
years that I'd release a FreeCol tour video as part of a huge Civ & Col video 
series I've been working on for years. Well I'm pleased to say it's finally 
done and online. My original 2018 recordings were starting to get a bit dated 
so I had to re-film the entire intro this year to talk about all the cool 
developments over the last few years such as more maps in the main game (the 
one part of the game development I've helped you guys in lol) and more nations 
and more natives via Mazims excellent 3rd party addons that I think will 
attract some attention. I've haven't gone fully public with it yet, but I will 
soon as it's definitely and finally finished haha. Hopefully it will bring new 
fans and helpers to the project in the years to come! If anyone wants to take 
an early peak here it 
is:https://www.youtube.com/watch?v=TSfj_G4kA9g=PLZqnaGtTZxFbq3F5R6lqzyVvYzg9tRBPY

Like I said above this FreeCol video is part of a huge series covering Civ and 
Col that will cover lots of fan games and Colonization mods for Civ games etc 
so naturally there's a big main episode about classic Colonization. Since more 
people would search for classic Col than FreeCol in youtube and google etc it 
was important to heavily promote FreeCol in the classic Col video too. In fact 
I've already been critisized by viewers for spending too much time in the video 
promoting fan projects before actually getting to Col game footage haha but I 
wanted to help FreeCol and other projects so this was the best chance! It's not 
perfect but after years of work I'm washing my hands of it and considering it 
finished. This main Col video is public but I've not fully promoted it out 
there 
yet:https://www.youtube.com/watch?v=JoAYn5LGq60=PLZqnaGtTZxFbq3F5R6lqzyVvYzg9tRBPY

Over the coming weeks these videos are going to be shared to a huge amount of 
places by me and will likely bring a lot of fresh faces to FreeCol. Maybe some 
of them will be more programming help too. Seeing a dead looking project might 
scare people off so its friggin awesome to see you guys talking about getting 
back on the horse and getting that 12 release out. Especially as people are 
still ignoring the nightly releases and downloading the ancient 11 stable 
release with security vulnerabilities and less features making it still a 
constant problem I keep having to talk people out of doing. I've actually 
modified the welcome thread to try and stop some of this problem until we get 
that 12 release out.
FreeCol Website Update:And finally the complete and full release of these 
videos will then allow me to act on my other promise to you guys over the last 
few years. In that I would update the media section of your FreeCol website 
with new HD pictures and create a new video section where I can put my new 
stuff but also lots of other peoples FreeCol videos from over the years. Being 
able to watch videos on your website is a critical component for promoting the 
game as all that's on there atm is ancient low res 10-15 year old pictures. 
Winter kindly wrote me that guide for how to edit and work on your new version 
of the website (which I successfully followed & tested a while back) so I'll 
see about getting on with that job in 2022. Especially now that I know if I 
push the website updates to github there WILL still be someone around to 
approve them as I was a bit worried about putting the work in only for it to 
sit there forever lol!
Anyway that's it from me, I'll let the programmers and real team get back to 
doing all the talking here. Peace out! :)
Regards
Blake
On Sunday, 5 December 2021, 02:14:34 pm ACDT, Michael T. Pope 
 wrote:  
 
 On Sat, 4 Dec 2021 11:25:52 +
Stian Grenborgen  wrote:
> > Activity has been weak this year... here is to a better 2022.
> 
> I will definitely try to help make that dream come true ;-)
> 
> Hoping you also have more time to spend in 2022, Mike!

Well, its a low bar to jump:-)
 
> > I doubt anyone is opposed to useful code refactorings, but we are *way*
> > overdue to make a release, so the priority should be fix bugs/stabilize
> > ATM.
> 
> What are the bugs you consider to be blockers?

The worst problem is that I am seeing severe slow down in large games.
Or rather I was, I need to run my performance tests again following a
computer upgrade.  I suspect replacing an 8 year old machine including
quadrupling the RAM may have helped, but there we already control the
java memory allocation so in theory it should not.  I 

Re: [Freecol-developers] Nightly Builds broken

2021-08-27 Thread D Blakeley via Freecol-developers
 Sorry I've been quiet lately, I've been buried in my Civ modding work.
Regarding point 2 I've gotta echo winters comments. I'm still getting people in 
my Colonization groups and on other retro gaming places saying that they're 
using the old 11 stable release because they're 'scared' of the nightly 
releases thinking they'll break their pc or ruin their game etc. I sound like a 
broken record trying to convince people out there to go the nightly release 
route.
I notice things are pretty quiet these days so I worry that if we keep holding 
out for that perfect 12.0 release it'll never happen. Plus people respond to 
version numbers different in todays world compared to 20 years ago. These days 
a major version release with .0 on the end is almost expected to be a buggy 
mess leading to .1 and .2 etc minor updates lol! Eg with my opensource video 
editing and recording software I actively avoid .0 releases and wait for those 
.1 etc releases as they're always full of critical fixes to issues in the main 
release.
Winter is right in that a major new release will generate renewed interest and 
traffic which could lead to more helpers. If there's a 12 release I can market 
the s*** out of it across heaps of retro sites groups and forums. I should also 
say that while I've been quiet on freecol lately I've actually gone back and 
redone my unreleased 2018 FreeCol video tour to contain lots more update to 
date information and cool stuff (eg the more maps and nations packs etc). The 
video is pretty much ready to go now. I'm just putting it's release on ice 
while I finish up my Civ1 and Civ2 scenario work but if you guys do a 12.0 
release, then I'll get my baby uploaded and out there early so I can use it to 
help promote the game and the new release!
Regards
Blake
On Friday, 27 August 2021, 11:09:10 pm ACST, win...@genial.ms 
 wrote:  
 
 Hi,

I guess, everyone was having more important things to do?
As I did not have any time either besides answering the few
questions people still have, I was struggling with if/how
I could ask again.

1. Is the CI problem fixable?
There is no way to even trigger a nightly release for months.

2. Shouldn't there be a real release then?
Have you seen on https://github.com/FreeCol/freecol/issues/54
people are asking for a release? I feel they have a point,
but I can not make it happen.
The last question was about getting the merge request with
the backport of the security fix to be 0.11.7. If it is
not possible to release 0.12.0 that may be a faster way
to get at least the security fix out to them?
Personally, I'd rather have a 0.12.0, even if the release
notes have to warn about the known problems. It should still
be an improvement of the current status. People seeing new
releases would also renew interest in the project.


Greetings,

wintertime



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Re: [Freecol-developers] Arawak cities

2021-01-07 Thread D Blakeley via Freecol-developers
 Hi Michael,
The FreeCol dev chat is probably more meant for FreeCol dev discussions. ;) 
However since you bring up the topic of finding an advanced Awarak city in 
original Col you might find this thread at CivFinatics 
interesting:https://forums.civfanatics.com/threads/is-it-possible-to-advance-natives.609461/


Regards
Blake

On Friday, 8 January 2021, 12:13:08 pm ACDT, D Blakeley 
 wrote:  
 
  Hi Michael,
The FreeCol dev chat is probably more meant for FreeCol dev discussions. ;) 
However since you bring up the topic of finding an advanced Awarak city in 
original Col you might find this thread at CivFinatics 
interesting:https://forums.civfanatics.com/threads/is-it-possible-to-advance-natives.609461/


Regards
Blake

On Friday, 8 January 2021, 06:50:34 am ACDT, Michael Vehrs 
 wrote:  
 
 I don't think I have ever seen Awarak cities before.


Regards

Michael


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Re: [Freecol-developers] FreeCol: Contribute Programming and Content Writing

2020-08-23 Thread D Blakeley via Freecol-developers
 Sorry for being rather slow to reply on this Pavel & Winter.. had a rough 
month personally and haven't been on computer as much!
Hmm interesting to hear the horse/weapon indian advisor stats has already been 
discussed in the past and it went that way Winter! However I think people need 
to tread carefully when dismissing features of the original Colonization game 
(cheating or not) as you instantly alienate potential fans looking for that 
feature's continuation. However if some FreeCol devs felt Col1 feature was a 
cheat not worthy of being in the main FreeCol game there there's nothing 
stopping Pavel from still making it and us just including it as a 3rd party mod 
right? He could call it the "Extended Indian Advisor mod" or "Indian weapon 
horse stats mod" or something else haha. I know I'll certainly use it in my 
games!
Pavel, Mike got back to me on this a while back in a private convo and he 
reckons it shouldn't be too hard a job. So here's some useful info he gave if 
you still want to have a go at it:"OK, if it is at the advisor level we are not 
giving too much away.  I hada quick look at the code, and it should be a 
straightforward extension to
ReportIndianPanel after adding fields to NationSummary and filling them in
NationSummaryMessage."
If you do go ahead please keep us up to date in the forums! If you get it 
working and release your files there we can then include the files in the main 
FreeCol download in the 3rd party mods section. :)
If you go into your FreeCol install folder, open the data folder you'll see a 
mods folder. In there is a whole bunch of existing third party mods people have 
made that usually involved something really cool but didn't quite fit in the 
main game so they stayed as a 3rd party mods that can be activated from the 
game's main menu. Have a look at some of them to get an idea of their structure 
(usually a mirror of something in the main game's resource folder but with some 
custom changes that the game will load instead of the original files if you 
activate the mod) and config files. Good luck! :)

Regards
Blake
On Sunday, 9 August 2020, 02:17:27 am ACST,  wrote:  
 
 Hi, I remember this being asked a few years ago already.IIRC the discussion 
back then got to, that knowing such numbers is basically a cheat (same as 
knowing settlement defenders, which is also intentionally not possible, even 
though Col1 had it). Then there had been the suggestion to only have a yes/no 
icon in advisor for when you gave the horses/guns yourself or you saw a unit 
using them, but noone cared to implement that non-cheat-version, because it was 
not giving enough cheat-like information for the person to bother.As for 2: I 
guess, there had been a reason to have it like it is (maybe less menu clutter), 
but that is from before the time I was interested in FreeCol. I do not know, if 
it would help to have that and more people would like that?As said, 3 is 
already there. It might not be in Colopedia, as it would be a game spoiler? 
Greetings wintertime  Gesendet: Samstag, 08. August 2020 um 10:42 Uhr
Von: "D Blakeley via Freecol-developers" 

An: freecol-developers@lists.sourceforge.net, "Michael T. Pope" 

Betreff: Re: [Freecol-developers] FreeCol: Contribute Programming and Content 
Writing In Col1 the tribe weapon/horse stats were on the Indian Advisor screen. 
Here's a picture of what it looked like. 
https://civilization.fandom.com/wiki/Indians_(Col)?file=Indian_report_%28Col%29.png
 Was useful but far from perfect. Others can correct me on this as I'm going by 
memory here but I'm pretty sure figures were rounded down to groups of 50 so if 
a tribe had 178 muskets it would display 150. 127 horses would be "2 herds" of 
50. Personally I'd rather just a flat out true number and nothing fancy like 
they did lol! Once again others can correct me on this but I was never quite 
sure if the Col1 Indian Advisor weapon/horse numbers updated properly when a 
tribe used/spent 50 of either to arm a unit. I remember it used to annoy me 
when the Indian advisor would tell me a tribe had bugger all horses & guns plus 
hardly any armed units on the map yet all their towns would refuse my trade 
carts with them saying they had more then enough lol. I remember being pleased 
in FreeCol that the tribes were more interested in buying weapons and horses 
off me than in Col1 even if I didn't see them using them in FreeCol as much as 
they do in Col1 sadly. In my big game a while back I saw quite a few mounted 
braves but armed braves were rare and armed mounted braves were super rare but 
yup they are definitely there and not missing Pavel. No native settlement 
population figures in Col1 that I can recall. The advisor just gave a general 
settlement count.  Regards Blake  On Saturday, 8 August 2020, 09:51:18 am ACST, 
Michael T. Pope  wrote:  On Wed, 5 Aug 2020 17:17:01 -0400
"Mr. Pavel Koterniak"  

Re: [Freecol-developers] FreeCol: Contribute Programming and Content Writing

2020-08-08 Thread D Blakeley via Freecol-developers
 In Col1 the tribe weapon/horse stats were on the Indian Advisor screen. Here's 
a picture of what it looked like.
https://civilization.fandom.com/wiki/Indians_(Col)?file=Indian_report_%28Col%29.png

Was useful but far from perfect. Others can correct me on this as I'm going by 
memory here but I'm pretty sure figures were rounded down to groups of 50 so if 
a tribe had 178 muskets it would display 150. 127 horses would be "2 herds" of 
50. Personally I'd rather just a flat out true number and nothing fancy like 
they did lol! Once again others can correct me on this but I was never quite 
sure if the Col1 Indian Advisor weapon/horse numbers updated properly when a 
tribe used/spent 50 of either to arm a unit. I remember it used to annoy me 
when the Indian advisor would tell me a tribe had bugger all horses & guns plus 
hardly any armed units on the map yet all their towns would refuse my trade 
carts with them saying they had more then enough lol.
I remember being pleased in FreeCol that the tribes were more interested in 
buying weapons and horses off me than in Col1 even if I didn't see them using 
them in FreeCol as much as they do in Col1 sadly. In my big game a while back I 
saw quite a few mounted braves but armed braves were rare and armed mounted 
braves were super rare but yup they are definitely there and not missing Pavel.
No native settlement population figures in Col1 that I can recall. The advisor 
just gave a general settlement count.

Regards
Blake

On Saturday, 8 August 2020, 09:51:18 am ACST, Michael T. Pope 
 wrote:  
 
 On Wed, 5 Aug 2020 17:17:01 -0400
"Mr. Pavel Koterniak"  wrote:
> (In regards to Indians and Indian Report)
> 1) Add the amount (number) of muskets and horse herds each tribe has.

Where did this information appear in Col1?  I have always been dubious
about for example revealing that information on the native settlement
popup, because unless you gave the natives the required horses and
muskets or have a friendly missionary in the settlement, there is no
obvious way you can tell the exact composition of their military.
Currently you can not even tell the settlement population[1].  OTOH, if you
want to add that information at the tribe level in the aggregated native
relations report, that is more defensible.  We have a lot of complaints,
which I agree with, that the natives are too weak.

> 3) I looked through the variety of units and didn't see Warriors (Braves
> armed with muskets), Mounted Braves or Mounted Warriors.

You are right that there are no such dedicated unit types.  But there
certainly are Mounted Braves et al.  You need to understand Role.java.

Cheers,
Mike Pope

[1] Did Col1 reveal native settlement 
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Re: [Freecol-developers] FreeCol: Contribute Programming and Content Writing

2020-08-06 Thread D Blakeley via Freecol-developers
 1) I missed this one big time in my super game a year or 2 ago. I'm big on 
trading weapons with all the tribes and turning them into mercenary forces to 
harass other European powers in all my Col games. Knowing the tribe weapon & 
horse supply levels like in Col1 would have been useful but I forgot to add it 
to the suggestions/wishlist area back back when I gave the guys feedback. So I 
like this idea!
3) They exist.. admittedly it took a lot longer for them to appear in FreeCol 
then they did in Col1 but after drenching the tribes in weapons and horses I 
had armed braves and armed mounted brave units hoping about the map just fine, 
but not many per tribe. Maybe their old basic brave units need to be killed off 
before they considering building armed and mounted versions.

On Thursday, 6 August 2020, 07:40:53 am ACST, Mr. Pavel Koterniak 
 wrote:  
 
 Hi wintertime,
Thank you for your response.
I was thinking of adding the following functionalities to be closer to 
Colonization 1:
(In regards to Indians and Indian Report)1) Add the amount (number) of muskets 
and horse herds each tribe has.2) Keeping all the tribes in the report even 
though they are extinct.3) I looked through the variety of units and didn't see 
Warriors (Braves armed with muskets), Mounted Braves or Mounted Warriors.
I am wondering if these functionalities are possible with the current engine?
Thank you,Pavel

On Tue, Aug 4, 2020, 6:13 PM ,  wrote:

Hi, sorry I did not answer earlier. It is because Mike knows better about 
current tasks, but since he got a long todo list he also seems to not having 
had time until now for this. As this is a volunteer preject, you are free to 
choose any task you would like. You could find some on the bugtrackers and on 
the feature 
tracker:https://sourceforge.net/p/freecol/bugs/https://github.com/freecol/freecol/issueshttps://sourceforge.net/p/freecol/pending-features-for-freecol/If
 it is a bug you'd like to fix, just comment in the ticket that you start 
working on it and then make a pull request.If it is a feature, some other 
change for any new idea you got or anything bigger, it would be a good idea for 
you to ask beforehand for advice. It is also safer to ask if it is a useful 
change beforehand, so as not to be surprised if there is some reason such a 
change could not be merged or if some other approach to it could be better. 
Welcome and hf wintertime   Gesendet: Freitag, 24. Juli 2020 um 11:48 Uhr
Von: "D Blakeley via Freecol-developers" 

An: freecol-developers@lists.sourceforge.net, "Mr. Paul" 

Betreff: Re: [Freecol-developers] FreeCol: Contribute Programming and Content 
Writing Welcome to the team Pavel! You are most welcome! I'm not part of the 
programming team (I help out more with 'customer service' and social media lol) 
but hopefully Michael or Winter can get back to you in the days to come with 
their thoughts on the best ways new programming talent can help out. If I had 
to guess though they'll probably give you some info on the programming and 
software they use and then tell you to take a look at the bug ticket area lol! 
Regards Blake On Friday, 24 July 2020, 06:55:53 pm ACST, Mr. Paul 
 wrote:  Hi FreeCol Developers’ Team, I am currently a 
Computer Science student with focus on Java programming. I am also a huge fan 
of original Colonization and FreeCol.I am excited to have a chance to 
contribute for the programming part (bug fixes, new functionality) and 
historical content writing (I am big gan of history!). Please let me know how 
would be the best to help. Thanks,Pavel  
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Re: [Freecol-developers] FreeCol with original Colonization's graphics?

2020-07-24 Thread D Blakeley via Freecol-developers
 Wow! Interesting!
Well please feel free to keep us up to date in that thread i made (and linked 
to the previous msg below) or in one of your own. I wish you luck!!
Breaks my heart every time I see someone post on a forum or chat somewhere that 
they don't wanna play the game because they don't like the graphics. They miss 
out on a great game and a lot of hard work from Michael and his predecessors. 
Alternative tileset support and a healthy 3rd party tileset modding scene like 
FreeCiv has would massively change that issue but seemed a nearly impossible 
dream.
Good luck!

Regards
Blake


On Friday, 24 July 2020, 07:20:10 pm ACST, Fenyo  wrote: 
 
 
 One small secret: I have already treated the issue with tiles. :)
Oh god, I wish I would have a lot of time to finish it now...

Regards,
Fenyo


| 
 | Hi Michal,

Yes you're not the first and you probably won't be the last haha as 
unfortunately it's not possible at this stage.

I would love it too and made a thread discussion about this very thing a while 
back if you want to know more about this:
https://sourceforge.net/p/freecol/discussion/141200/thread/bfbeff67c3/

But basically the short version is that supporting alternative tilesets (like 
FreeCiv does) is still in the WAY TOO HARD basket for the FreeCol devs. The 
team is quite small these days so they'd rather focus on gameplay and getting 
things more finished, polished and stable than worrying about cosmetic stuff 
like graphics. Also even if support for alternative 2D tilesets happens one day 
the original Col graphics can not be used in the Freecol releases otherwise 
they'd be breaching copyrights of a game still being actively sold today. Best 
hope is support for alternative tilesets is added one day and then someone 
who's not part of the team makes a 3rd party tileset mod with original Col 
graphics. However obviously the devs would not be able to host or support the 
mod.

If some programming genius or the talented people who originally developed the 
multiple tileset system for FreeCiv wanna show up here and offer their services 
I'm sure no one would say no lol! They'd just say good friggin luck, you're 
gonna have to overhaul half the darn game lol!


Regards

Blake


On Friday, 24 July 2020, 06:55:53 pm ACST, Michał Kotowski 
 wrote: 


Hi!

I'm a FreeCol fan and I wanted to ask (you've probably been asked the same 
question hundreds of times...) if it is somehow possible to play FreeCol with 
the original game's graphics and data files (possibly with some tweaking)? As 
much as I like FreeCol in terms of improved gameplay, the original pixelated 
artwork is hard to beat when it comes to creating the atmosphere.

Best,
Michal Kotowski
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Re: [Freecol-developers] Task Bar

2020-07-24 Thread D Blakeley via Freecol-developers
 Hi Robert,
I was going to say yes you need to lodge a bug ticket but I can see you've 
already taken care of that at the link below so well done sir!
https://sourceforge.net/p/freecol/bugs/3200/

Hopefully one of the dev team can get back to you soon.


Regards
Blake
On Friday, 24 July 2020, 06:55:55 pm ACST, Marmorstein, Robert 
 wrote:  
 
 Hi all,

It's very exciting to see so much active development on FreeCol!  
However, in latest trunk, I can no longer see the "task bar" at the 
bottom of the screen that lets you "plow", "build colony", etc.  You can 
still use keyboard shortcuts or the top menu to get to these actions, 
but it's much less convenient.

Using git bisect, it looks like the change happened in commit 
fd210cb344bac18bbbe5d5f849002bc5649430a4, which changed how the map 
controls work.  Should I open an issue request for this, or (since it's 
not released yet) is this a better place to work on it?

Thanks!

Robert


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Re: [Freecol-developers] FreeCol: Contribute Programming and Content Writing

2020-07-24 Thread D Blakeley via Freecol-developers
 Welcome to the team Pavel! You are most welcome!
I'm not part of the programming team (I help out more with 'customer service' 
and social media lol) but hopefully Michael or Winter can get back to you in 
the days to come with their thoughts on the best ways new programming talent 
can help out. If I had to guess though they'll probably give you some info on 
the programming and software they use and then tell you to take a look at the 
bug ticket area lol!
Regards
Blake
On Friday, 24 July 2020, 06:55:53 pm ACST, Mr. Paul 
 wrote:  
 
 Hi FreeCol Developers’ Team,

I am currently a Computer Science student with focus on Java programming. I am 
also a huge fan of original Colonization and FreeCol.
I am excited to have a chance to contribute for the programming part (bug 
fixes, new functionality) and historical content writing (I am big gan of 
history!).

Please let me know how would be the best to help.

Thanks,
Pavel

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Re: [Freecol-developers] FreeCol with original Colonization's graphics?

2020-07-24 Thread D Blakeley via Freecol-developers
 Hi Michal,
Yes you're not the first and you probably won't be the last haha as 
unfortunately it's not possible at this stage.
I would love it too and made a thread discussion about this very thing a while 
back if you want to know more about 
this:https://sourceforge.net/p/freecol/discussion/141200/thread/bfbeff67c3/

But basically the short version is that supporting alternative tilesets (like 
FreeCiv does) is still in the WAY TOO HARD basket for the FreeCol devs. The 
team is quite small these days so they'd rather focus on gameplay and getting 
things more finished, polished and stable than worrying about cosmetic stuff 
like graphics. Also even if support for alternative 2D tilesets happens one day 
the original Col graphics can not be used in the Freecol releases otherwise 
they'd be breaching copyrights of a game still being actively sold today. Best 
hope is support for alternative tilesets is added one day and then someone 
who's not part of the team makes a 3rd party tileset mod with original Col 
graphics. However obviously the devs would not be able to host or support the 
mod.
If some programming genius or the talented people who originally developed the 
multiple tileset system for FreeCiv wanna show up here and offer their services 
I'm sure no one would say no lol! They'd just say good friggin luck, you're 
gonna have to overhaul half the darn game lol!

Regards
Blake

On Friday, 24 July 2020, 06:55:53 pm ACST, Michał Kotowski 
 wrote:  
 
 Hi!
I'm a FreeCol fan and I wanted to ask (you've probably been asked the same 
question hundreds of times...) if it is somehow possible to play FreeCol with 
the original game's graphics and data files (possibly with some tweaking)? As 
much as I like FreeCol in terms of improved gameplay, the original pixelated 
artwork is hard to beat when it comes to creating the atmosphere.

Best,Michal Kotowski
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Re: [Freecol-developers] not dead yet

2020-07-19 Thread D Blakeley via Freecol-developers
LOL! I did think to myself should I be nudging these people to using bug 
reports only. Think I got thrown off by people saying "what am i doing wrong" 
etc.. as sometimes its not a bug its just the user getting confused and I'm 
clueless on the multiplayer stuff. But yup no worries I'll endeavor to push 
people in the right direction when I do my own forum passes lol.

I think Marcin was 'that guy' before as he was pretty full on with me when I 
first visited you guys and posted that giant bug list in the forum instead of 
on the tickets as I was pretty new to SF back then lol! I think he's taking a 
break or is busy testing stuff for you so I guess it's my turn to be 'that guy' 
but I'll be a little more gentle then he was with me haha!

50 commits is awesome!

Regards

Blake


On Monday, 20 July 2020, 09:44:50 am ACST, Michael T. Pope  
wrote: 





On Sun, 19 Jul 2020 13:20:06 +0000 (UTC)
D Blakeley via Freecol-developers
 wrote:

> In regards to the SF forum activity could Mike, Winter or anyone else who has 
> good technical knowledge of the game do a quick pass on the recent threads?


I have read everything.  I always do.  But I prioritize ruthlessly.
Generally, unless I have a bit of time or a current interest in an area, I
do not chase down random complaints on forums. They are just too hard to
track, and so often are way short of reproducible.  Right now I am deep
into untangling the GUI and finally working out where the graphics
slowdown[1] is (~50 commits last week, that was a good one:-).

That said, there is a 100% infallible way to get my prompt attention.  All
it takes is a good bug report.  OTOH, guess how much fun it is to be the
guy on the forum who is always saying "make a bug report".  Been there,
still there from time to time, not thrilled with that.

Also, what is said on the forums does influence what I look at next.
Multiplayer is on the list to look at, but it is a tricky area that
requires me to revive a bunch of sleeping neurons, and hard to test. I
know it works for me on my LAN, and all I have heard to the contrary has
not got above "it does not work".

Now if only we had an enthusiastic contributor who was clearly a lot more
into social media and could nudge some of the unfocused venting into
detailed bug reports.  Heh, notice a pattern with what I say whenever
asked to do something?:-)

Cheers,
Mike Pope


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Re: [Freecol-developers] Web update

2020-07-05 Thread D Blakeley via Freecol-developers
 No worries mate, that's what I'm here for haha!
I've looked and wow, that looks really good. Now I can use that next time 
instead of digging up forum posts and emails!
That "Please, tell if everything worked!" part should probably include a link 
to somewhere on the forum so people can respond. Not sure where.. but without 
comment functionality we gotta give interested people like Boby and others that 
drop by some sort of easy way to reply. The dev list email is another link 
alternative? (although spammers might grab it)
Anyway I look forward to reading "The Hidden Story Of The Website Update!" 
hahaha. ;)

Regards
Blake

On Monday, 6 July 2020, 05:46:34 am ACST, win...@genial.ms 
 wrote:  
 
 You are right, the news is up! Take a look, please!I decided to do the Jekyll 
guide first, then write about the website update later. I guess, it got myself 
into writing a whole series, as the directory structure, the file structure 
with the yaml header and maybe more could be explained. Thanks for motivating 
me Blake! wintertime Gesendet: Sonntag, 05. Juli 2020 um 18:58 Uhr
Von: "D Blakeley" 
An: "win...@genial.ms" 
Cc: freecol-developers@lists.sourceforge.net, "Jamaica Boby" 

Betreff: Re: [Freecol-developers] Web update Well you 'control the news' mate 
so you can put whatever date you want on it haha. ;) Just backdate it a month 
or 2 so its still newer than that other news item about the freecol 
vulnerability and I doubt anyone will notice or complain. They'll just think 
their browser cache hadn't updated last time they visited or something lol. 
I'll get around to writing up those other news items sooner or later, but 
obviously your work on the site is the one thing I can't write up as only you 
know and understand everything you did so no one else can write it up better. 
Oh and when the time comes I'll no doubt have to ask for your help on making 
sure I correctly add the news items. I haven't really looked at it properly 
though so for I know it'll be easy and I won't need help thanks to your 
conversion of the news section.  Regards Blake  On Monday, 6 July 2020, 
02:01:47 am ACST, win...@genial.ms  wrote:  Hi, you are 
right, I regret not putting up a news item on the website update. At first I 
had no time and then it seemed too late? From looking at the pictures, I did 
not see any examples of new content? It just seems to be changing the design 
while not updating any content? I apologize in advance, but I have to say the 
current version of the new design does look much less sophisticated than the 
old one and reminds me of every other page made in recent years, without 
anything unique that stands out.
It also seems inconsistent in the background colors jumping from dark grey to 
white and back.
Part of a word from the menu line on the index page being on the different 
background looks bad and lowers readability.
On most of the other pages, half of a full HD screen is wasted with the header 
banner picture, making the viewers scroll down needlessly much, if they care to.
Would you tell more about why you think you need Bootstrap, as I do not see 
anything in the mockup that requires introducing another framework? I know 
about bootstrap, it is mostly just for button and menu styling, but it comes 
with 2 Javascript frameworks. Also, I dislike that bootstrap moves the styling 
commands back into HTML, when the whole reason to have CSS is to have the 
styling done separately. I anticipate problems with this when using Markdown 
for new content, as naturally there is no HTML attributes to put bootstrap 
styles. As we have and need no Ajax, I see no need for JQuery, which IMHO is 
obsoleted by modern Javascript anyways. Then there is popper.js, but these 
overlays which move in the way of seeing the content when scrolling are mostly 
just distracting the viewer from the information they would like to see.
I know the current website does not fit well on a mobile screen, but I'd hope 
someone with time for it could just tweek the CSS a bit. As FreeCol is played 
on desktop, I'd think, most people viewing it are on a computer and not on 
mobile, anyway. Speaking from a project management perspective: Doing a rewrite 
may seem like a more fun thing when starting it, but when thinking more 
thoroughly about it a rewrite on an already existing project is rarely the 
right thing to do. Incremental updates are much faster and in case something 
happens causing people to have less time, the project still got an improvement, 
not just something that is unusable/halfdone. Additionally, rewrites usually 
get less fun the more complete they are.  Regards wintertime   Gesendet: 
Sonntag, 05. Juli 2020 um 14:37 Uhr
Von: "D Blakeley via Freecol-developers" 

An: freecol-developers@lists.sourceforge.net, "Jamaica Boby" 

Betreff: Re: [Freecol-developers] Web update When I saw your first email Bobby 
I thought to myself "Wint

Re: [Freecol-developers] Web update

2020-07-05 Thread D Blakeley via Freecol-developers
 Well you 'control the news' mate so you can put whatever date you want on it 
haha. ;) Just backdate it a month or 2 so its still newer than that other news 
item about the freecol vulnerability and I doubt anyone will notice or 
complain. They'll just think their browser cache hadn't updated last time they 
visited or something lol.
I'll get around to writing up those other news items sooner or later, but 
obviously your work on the site is the one thing I can't write up as only you 
know and understand everything you did so no one else can write it up better.
Oh and when the time comes I'll no doubt have to ask for your help on making 
sure I correctly add the news items. I haven't really looked at it properly 
though so for I know it'll be easy and I won't need help thanks to your 
conversion of the news section.

Regards
Blake

On Monday, 6 July 2020, 02:01:47 am ACST, win...@genial.ms 
 wrote:  
 
 Hi, you are right, I regret not putting up a news item on the website update. 
At first I had no time and then it seemed too late? From looking at the 
pictures, I did not see any examples of new content? It just seems to be 
changing the design while not updating any content? I apologize in advance, but 
I have to say the current version of the new design does look much less 
sophisticated than the old one and reminds me of every other page made in 
recent years, without anything unique that stands out.
It also seems inconsistent in the background colors jumping from dark grey to 
white and back.
Part of a word from the menu line on the index page being on the different 
background looks bad and lowers readability.
On most of the other pages, half of a full HD screen is wasted with the header 
banner picture, making the viewers scroll down needlessly much, if they care to.
Would you tell more about why you think you need Bootstrap, as I do not see 
anything in the mockup that requires introducing another framework? I know 
about bootstrap, it is mostly just for button and menu styling, but it comes 
with 2 Javascript frameworks. Also, I dislike that bootstrap moves the styling 
commands back into HTML, when the whole reason to have CSS is to have the 
styling done separately. I anticipate problems with this when using Markdown 
for new content, as naturally there is no HTML attributes to put bootstrap 
styles. As we have and need no Ajax, I see no need for JQuery, which IMHO is 
obsoleted by modern Javascript anyways. Then there is popper.js, but these 
overlays which move in the way of seeing the content when scrolling are mostly 
just distracting the viewer from the information they would like to see.
I know the current website does not fit well on a mobile screen, but I'd hope 
someone with time for it could just tweek the CSS a bit. As FreeCol is played 
on desktop, I'd think, most people viewing it are on a computer and not on 
mobile, anyway. Speaking from a project management perspective: Doing a rewrite 
may seem like a more fun thing when starting it, but when thinking more 
thoroughly about it a rewrite on an already existing project is rarely the 
right thing to do. Incremental updates are much faster and in case something 
happens causing people to have less time, the project still got an improvement, 
not just something that is unusable/halfdone. Additionally, rewrites usually 
get less fun the more complete they are.  Regards wintertime   Gesendet: 
Sonntag, 05. Juli 2020 um 14:37 Uhr
Von: "D Blakeley via Freecol-developers" 

An: freecol-developers@lists.sourceforge.net, "Jamaica Boby" 

Betreff: Re: [Freecol-developers] Web update When I saw your first email Bobby 
I thought to myself "Winter is going to LVE this (sarcasm) as he only just 
finished overhauling and updating the entire site already hahaha". ;) I'm 
pretty sure I suggested this a whole back but Winter you probably should have 
made a news item about the website overhaul being released and talked a bit 
about what you did so the public actually KNOW about all the hard work you put 
into it in the backend since in the frontend people aren't really going to 
notice as things still look the same. Which also means the site still has that 
'abandoned look' due to the lack of news items and new multimedia content. I 
was thinking of making up a news item about the recent big map pack addition as 
that's pretty cool news! Also a news items about us regaining control over the 
FreeCol moddb page might be another news item to chuck in! That news page needs 
some more content! 
Blakeley also said he would like to work on the website content a while ago, 
maybe you could try to coordinate.
==> How can I contact him? Slightly misunderstanding on this bit. My plans are 
to simply add new up to date screenshots to the screenshot section and make a 
new videos page similar to the screenshot one. Overhauling the whole site is 
not of interest to me, plus I don't have the skills for that as I'm not a

Re: [Freecol-developers] Web update

2020-07-05 Thread D Blakeley via Freecol-developers
 When I saw your first email Bobby I thought to myself "Winter is going to 
LVE this (sarcasm) as he only just finished overhauling and updating the 
entire site already hahaha". ;)
I'm pretty sure I suggested this a whole back but Winter you probably should 
have made a news item about the website overhaul being released and talked a 
bit about what you did so the public actually KNOW about all the hard work you 
put into it in the backend since in the frontend people aren't really going to 
notice as things still look the same. Which also means the site still has that 
'abandoned look' due to the lack of news items and new multimedia content. I 
was thinking of making up a news item about the recent big map pack addition as 
that's pretty cool news! Also a news items about us regaining control over the 
FreeCol moddb page might be another news item to chuck in! That news page needs 
some more content!

Blakeley also said he would like to work on the website content a while ago, 
maybe you could try to coordinate.

==> How can I contact him? 
Slightly misunderstanding on this bit. My plans are to simply add new up to 
date screenshots to the screenshot section and make a new videos page similar 
to the screenshot one. Overhauling the whole site is not of interest to me, 
plus I don't have the skills for that as I'm not a programmer like you guys 
are, I just know a bit of basic html. So I'm unfortunately I'm not much help to 
you Bobby, sorry mate.
I should also say that the whole recent map saga massively delayed my plans to 
do that new screenshots and videos section stuff, and now I'm busy with other 
stuff but I'll get to it eventually lol!

Regards
Blake

On Sunday, 5 July 2020, 09:33:11 pm ACST, Jamaica Boby 
 wrote:  
 
 Hi!!
I have a little skill of english, sorry if i can't explain better :S 
I would guess, up until now you actually just did some mockup pictures using 
some tool, but did not do anything for the real website? I'd be happy to 
comment on them if you could show pictures big enough to be readable.
Please use this other link, and use bottom navigation 
https://www.figma.com/proto/r1RUrbFES8HCTEjmgJDpCx/Desktop-Website?node-id=18%3A91=min-zoom
 
Or you can use the "present" button on the right of login button on the 
original link (it's like a triangle icon)
https://www.figma.com/file/r1RUrbFES8HCTEjmgJDpCx/Desktop-Website (original 
link)
==> we expect your comments!

I would guess, up until now you actually just did some mockup pictures using 
some tool, but did not do anything for the real website?

Exactly! We are working on the mockup. We haven't written any html or css yet

We never used jekyll, but apparently this will not be a problem, but we really 
need to combine with bootstrap, in order to make it mobile friendly and 
facilitate workBootstrap is a library of css and javascript to facilitate the 
construction of web pages and their visualization in multiple browsers 
Bootstrap is widely used in the web worldI see that is possible to use 
bootstrap with 
Jekyllhttps://medium.com/better-programming/an-introduction-to-using-jekyll-with-bootstrap-4-6f2433afeda9
==> Can we combine with jekyll?


Somewhere on the forum is a posting where I explain how to work with Jekyll and 
locally compile and test the website, which I'd liked to add to the 
documentation

 I will take a look!

Easiest might be if you take a look at how current pages are done and then 
start small and send pull requests

I will take a look too!

Blakeley also said he would like to work on the website content a while ago, 
maybe you could try to coordinate.

==> How can I contact him? 
Greetings




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Re: [Freecol-developers] not dead yet

2020-06-15 Thread D Blakeley via Freecol-developers
 Thank you Mike! This is great news. Am looking forward to the next release! 
Then I'll spread the word!
Regards
Blake
On Monday, 15 June 2020, 01:53:36 pm ACST, Michael T. Pope 
 wrote:  
 
 On Sun, 31 May 2020 16:10:47 + (UTC)
D Blakeley  wrote:
> [lots of stuff about maps]

The maps are in (git.5b617fe).  Many thanks to Blake for a lot of
wrangling.

Cheers,
Mike Pope___
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Re: [Freecol-developers] not dead yet

2020-06-01 Thread D Blakeley via Freecol-developers
 Thanks for accepting the invite winter, I've made you an admin with full 
access. That gave us a 'team' of sorts to present, so I sent our dev group info 
to feillyne and as promised he has transferred control to us! YES we have full 
control over the FreeCol IndieDB page now. This is awesome news as I really 
didn't think this could happen, but perseverance has prevailed haha!
The old FreeCol IndieDB Page (I get started on updating its info and header 
image soon):https://www.indiedb.com/games/freecol

Our Dev Team page (Mike & Dave I hope you guys still join as purely backup 
control if I go AWOL lol):https://www.indiedb.com/company/freecol-dev-team
Also feillyne said something else interest that's beyond my skill set but some 
of you guys might find it interesting. However much like our SF frontpage I 
think the default design is fine enough, no need for any custom fancy stuff 
unless Winter's feeling bored or something haha. Infact custom ModDB/IndieDB 
front pages annoy me as I often get lost trying to find the things I can 
normally find in seconds with the default frontpages haha.

feillyne - Staff - Subscriber54mins ago says:Nice. Oh, by the way, I completely 
forgot about it, but you can also fully customise the CSS code of your 
game/devteam profile by sending me a PM with e.g. a pastebin link, well, and 
before that, checking this tutorial: Moddb.com Just need to remember that ModDB 
and IndieDB use two different stylesheets, stylesheet changes can only be done 
manually by an admin, and to put style tags at the start and end of the custom 
CSS (not to mention the custom theme version number inside comments so the 
stylesheet is easier to keep track of and update).And yes, that can be done for 
your other game profile, Starflight, too.
Regards!

 I notice he's a staff member there so maybe he wasn't part of the old FreeCol 
team and all the files and images simply defaulted to his account after the old 
team member deleted their accounts. I'll ask him and if he was an old team 
member then invite him to have look at the project now days and check out some 
of our cool features and 3rd party mods.
Anyway I think I've said this before but posting articles/news/dev diaries on 
ModDB/IndieDB is REALLY good for bringing attention to fan projects. Whenever I 
post one for my other projects they go on the both ModDB & IndieDB's front 
homepages resulting in hundreds of people viewing and interacting. In the 
coming months I'll definitely look at creating some new cool news items for 
both IndieDB and the freecol website. Now that I have control I can see the 
history stats and its pretty dismal viewing due to the page being unloved for 
so long. Interestingly a few months ago when I uploaded new pictures and 
downloads (thankfully didn't need admin access for that part) 150 people 
dropped by to check them out smashing any previous record lol. They only 
started recording stats in 2020 though so who knows what sort of hits it got in 
the 2000s though. Either way once I start posting articles with info, pics and 
vids we'll get way bigger spikes! 
:)Screenshot:https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/2ac2/attachment/Stats.png

That's enough from me for a while. Just wanted to share the good news!
Oh and Mike if you arrive to see a bunch of emails take note that the email 
before the email before this one in this conversation has a whole bunch of NEW 
replies to our big convo a few weeks back. :)

Regards
Blake


On Monday, 1 June 2020, 01:40:47 am ACST, D Blakeley  
wrote:  
 
  Hey quick update with some good news guys!
I have managed to get in contact with one of the original people who controlled 
the FreeCol IndieDB page named Feillyne (is that name familiar to anyone 
here?). He's replied to me with this:
"Hi, that dev group, Various Devs, was supposed to be generic and temporary and 
is a relic of the past that hasn't been properly cleaned up yet. If you create 
a Freecol dev team (so you can invite other members) using this link HERE 
ownership of that page will be transferred over to you. Regards!"
Problem is I don't have a team there without at least one or 2 of you guys 
haha. I'll send Mike, Winter and David email invites to a indiedb Freecol dev 
team that I'll make up asap. Then I'll let Feillyne know that we've got a dev 
team and are ready for the page control handover! :)
Don't guys you won't have to do anything I'll take care of the page myself, I 
just need you to join the team haha. And should I get hit by a bus and you 
wanna do stuff with the page being a member of this team will give you FULL 
control (as I'll set you as admins).

Regards
Blake
On Sunday, 31 May 2020, 10:28:08 pm ACST, D Blakeley  
wrote:  
 
  Hi Mike,
Thanks for getting back to me on these things, sorry for the delay, been super 
busy myself too.
3. Thanks for your feedback on which maps to include and not include. Sadly no 
one else came forward so I've pushed ahead and 

Re: [Freecol-developers] not dead yet

2020-05-31 Thread D Blakeley via Freecol-developers
 Hey quick update with some good news guys!
I have managed to get in contact with one of the original people who controlled 
the FreeCol IndieDB page named Feillyne (is that name familiar to anyone 
here?). He's replied to me with this:
"Hi, that dev group, Various Devs, was supposed to be generic and temporary and 
is a relic of the past that hasn't been properly cleaned up yet. If you create 
a Freecol dev team (so you can invite other members) using this link HERE 
ownership of that page will be transferred over to you. Regards!"
Problem is I don't have a team there without at least one or 2 of you guys 
haha. I'll send Mike, Winter and David email invites to a indiedb Freecol dev 
team that I'll make up asap. Then I'll let Feillyne know that we've got a dev 
team and are ready for the page control handover! :)
Don't guys you won't have to do anything I'll take care of the page myself, I 
just need you to join the team haha. And should I get hit by a bus and you 
wanna do stuff with the page being a member of this team will give you FULL 
control (as I'll set you as admins).

Regards
Blake
On Sunday, 31 May 2020, 10:28:08 pm ACST, D Blakeley  
wrote:  
 
  Hi Mike,
Thanks for getting back to me on these things, sorry for the delay, been super 
busy myself too.
3. Thanks for your feedback on which maps to include and not include. Sadly no 
one else came forward so I've pushed ahead and finalised the list (removing 
duplicates, European maps & inappropriate ones like GTA). I had to come up with 
another new size classification system due to all the crazy sizes in play! But 
here's my forum post with all the details: 
https://sourceforge.net/p/freecol/discussion/141200/thread/9eb4fbdf/?page=2=25#b431
I've submitted the pull request and its ready for when you're next putting some 
time into the project here: https://github.com/FreeCol/freecol/pull/65
I've made a number posts about the maps across forums and social media to 
generate some interest and new visitors too!

4. "if I see messages here from at least two regulars saying that  is 
ready to go as a replacement for {SF front page, screenshot, whatever} I will 
make time to work out what has to be done.  Time is the issue, I never used to 
do anything with SF admin, and it always takes me a while to work out what does 
what."
Oh no, I didn't mean anything like that!! I've seen fancy custom SourceForge 
front pages and they're cool but who has time to make one of those? No one lol! 
What I'm talking about is simply pushing some buttons in the admin screen and 
pasting some text into some boxes that's fast and dead easy, no programming 
required (otherwise I wouldn't be able to do it haha), real basic stuff. 
Unfortunately I doubt anyone else will come forward and say "yeah the front 
page needs updating" as things are pretty quiet these days and I don't think 
anyone else cares as the front page changes aren't for existing members, 
they're for attracting new members! Oh well either way I've written up some 
guides in the forum on how to do what I'm talking about so if you ever do have 
a few spare mins for it then they'll be there ready and waiting to help make it 
as quick and painless as possible lol.
Guide 1: Updating the Features 
section:https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/?page=1=25#4619

Guide 2: Updating the screenshots section: (I've selected 6 nice shots and 
attached them to the post)
https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/?page=1=25#05c9


5. I'll look at making some of those freecol.org website updates in the coming 
months adding screenshot updates there and some videos.

6. "No idea who originally created it.  If it needs an "official" owner, you 
are it Blake."Hahahaha no worries, I thought you might say that. Yup I'll take 
care of the modDB page. :) Wish I had admin access to it though. It looks like 
a number of people had control over it however I can't see who they are as 
their 'company' dev group page was removed. Which possibly means even they have 
lost control of it if they logged in. I dunno... I might try messaging some 
site admins to see if I can take control over it, but god knows how much red 
tape there is to prevent hijacking.
7. Social media. All good mate, most game devs I speak to don't go near fb so 
I'm not surprised haha. I was just keeping you up to date on my efforts to grow 
these groups into Col communities that we can promote your project to. Even 
since my last email about them the groups have grown quite a bit more so things 
are going really well! :)https://www.facebook.com/groups/ColonizationGame/ was 
50 when I last msg'd you, it's now 75 meaning its increased by a full half 
lol!https://www.reddit.com/r/ColonizationGame/ was 24 members in last msg, now 
its 50 meaning its more than doubled!https://discord.gg/CHcH75s has gone from 
11 to 18 but that's still in very early days haha..
Even without me promoting several others have posted 

Re: [Freecol-developers] not dead yet

2020-05-31 Thread D Blakeley via Freecol-developers
 Hi Mike,
Thanks for getting back to me on these things, sorry for the delay, been super 
busy myself too.
3. Thanks for your feedback on which maps to include and not include. Sadly no 
one else came forward so I've pushed ahead and finalised the list (removing 
duplicates, European maps & inappropriate ones like GTA). I had to come up with 
another new size classification system due to all the crazy sizes in play! But 
here's my forum post with all the details: 
https://sourceforge.net/p/freecol/discussion/141200/thread/9eb4fbdf/?page=2=25#b431
I've submitted the pull request and its ready for when you're next putting some 
time into the project here: https://github.com/FreeCol/freecol/pull/65
I've made a number posts about the maps across forums and social media to 
generate some interest and new visitors too!

4. "if I see messages here from at least two regulars saying that  is 
ready to go as a replacement for {SF front page, screenshot, whatever} I will 
make time to work out what has to be done.  Time is the issue, I never used to 
do anything with SF admin, and it always takes me a while to work out what does 
what."
Oh no, I didn't mean anything like that!! I've seen fancy custom SourceForge 
front pages and they're cool but who has time to make one of those? No one lol! 
What I'm talking about is simply pushing some buttons in the admin screen and 
pasting some text into some boxes that's fast and dead easy, no programming 
required (otherwise I wouldn't be able to do it haha), real basic stuff. 
Unfortunately I doubt anyone else will come forward and say "yeah the front 
page needs updating" as things are pretty quiet these days and I don't think 
anyone else cares as the front page changes aren't for existing members, 
they're for attracting new members! Oh well either way I've written up some 
guides in the forum on how to do what I'm talking about so if you ever do have 
a few spare mins for it then they'll be there ready and waiting to help make it 
as quick and painless as possible lol.
Guide 1: Updating the Features 
section:https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/?page=1=25#4619

Guide 2: Updating the screenshots section: (I've selected 6 nice shots and 
attached them to the post)
https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/?page=1=25#05c9


5. I'll look at making some of those freecol.org website updates in the coming 
months adding screenshot updates there and some videos.

6. "No idea who originally created it.  If it needs an "official" owner, you 
are it Blake."Hahahaha no worries, I thought you might say that. Yup I'll take 
care of the modDB page. :) Wish I had admin access to it though. It looks like 
a number of people had control over it however I can't see who they are as 
their 'company' dev group page was removed. Which possibly means even they have 
lost control of it if they logged in. I dunno... I might try messaging some 
site admins to see if I can take control over it, but god knows how much red 
tape there is to prevent hijacking.
7. Social media. All good mate, most game devs I speak to don't go near fb so 
I'm not surprised haha. I was just keeping you up to date on my efforts to grow 
these groups into Col communities that we can promote your project to. Even 
since my last email about them the groups have grown quite a bit more so things 
are going really well! :)https://www.facebook.com/groups/ColonizationGame/ was 
50 when I last msg'd you, it's now 75 meaning its increased by a full half 
lol!https://www.reddit.com/r/ColonizationGame/ was 24 members in last msg, now 
its 50 meaning its more than doubled!https://discord.gg/CHcH75s has gone from 
11 to 18 but that's still in very early days haha..
Even without me promoting several others have posted about their Freecol games 
in them which is a great sign for the future. Anyway I'll keep at it with them. 
Whenever something cool happens I post it in the groups and then share that 
group post with various retro gaming groups which A advertises FreeCol and B 
advertises the groups to capture people for future project announcements.


Regards
Blake


On Tuesday, 28 April 2020, 08:08:58 pm ACST, Michael T. Pope 
 wrote:  
 
 OK, bit more time to go through the mail.

> 2. As for Rafael's changes and storing Author and description in the map 
> file...

The issue here is that we can not store the description in the map
iteself because it needs to be translated.  The author is fine.
Currently we effectively do neither.  Rafaels patch does both.  If we
can get the author into the map, a bunch of the stuff you have been
wrangling in the strings file can go from:

map.Africa=Large Africa by J.Bloggs

to

map.Africa=Large Africa by %author%

which does not help your work much now, but is more maintainable.
There would have to be code support of course to pull in the %author%,
but that is straightforward.

I have a note on the todo list to think more about the whole

Re: [Freecol-developers] not dead yet

2020-04-26 Thread D Blakeley via Freecol-developers
 Hi Mike,
That's funny you should ask as I was about an hour away from writing a dev list 
email about a whole bunch of things haha. Here's a big update! :)
1. Yeah I noticed you smashing bugs this weekend, awesome stuff! There's one 
ticket issue I 'resurrected' (but maybe should have created a new ticket 
sorry?) that I'm not sure if you looked at while smashing bugs (as I noticed 
that the SF notification system works differently on ticket convos and also 
ticket threads are not bumped by comments). There are 2 maps in Mazim's map 
pack that refuse to fully load in the map editor.. they get the old hanging 
black screen error where the map doesn't load up properly but still kinda loads 
as when you click on menus suddenly you can see a bit of the map behind where 
the menu was lol. I got the same results with all recent versions and I see 
someone else has commented on the ticket about having problems too, all since 
the original issue was fixed so presumably there's still some sort of issue 
there. The original fix definitely made things way better than they were in 
2018 as I couldn't load any large maps back then whereas I can load most maps 
just fine now. To help you guys replicate the problem I've zipped and attached 
the 2 maps that cause the bug to this post 
here:https://sourceforge.net/p/freecol/bugs/3147/#dff3

2. As for Rafael's changes and storing Author and description in the map file.. 
Now that I understand the map loading system I know the game wouldn't use these 
fields however purely for 'record keeping' sake it would be good if map authors 
could enter their name and a description into 2 text fields (in a loadable 
window in the map editor) that then get stored in the map file (somewhere out 
of the way that doesn't mess up any of your map loading stuff of course lol). 
That way third party maps that don't make it into the main game still have 
identifiable author & about info in them if they get passed around peoples 
machines.
3. Speaking of Mazim's maps and 3rd party map collections lol, 2 or 3 weeks ago 
I was all set to put in a pull request with the new re-organised maps (& the 
river bug corrected Aus & Africa maps) with the nice loading screen text 
corrections (thanks to your help Mike) and then Marcin said "are you planning 
on including Mazim's other maps?" and to my horror I realised I'd missed his 
original map pack which contains 41 friggin maps!!! So last weekend I one by 
one loaded all of his maps into the map editor to try and decide which ones I 
should add to the main game. Not easy as I certainly don't claim to be an 
expert on what makes a good Col map lol! However I posted a preliminary results 
list in the forums for people to give feedback on. Now I don't expect anyone to 
sit there loading the 41 maps like I did but I could really use everyone's 
opinion on a few general things. Eg should European maps be included in the 
main game? and should weather/climate variants be included (eg hot America, ice 
age america etc)? You guys can see my post with the list of my YES/NO/UNDECIDED 
verdict on each map here:
https://sourceforge.net/p/freecol/discussion/141200/thread/9eb4fbdf/?page=1=25#9e90

4. Regarding Sourceforge improvements I've added that feature list I worked on 
last year to the welcome thread 
here:https://sourceforge.net/p/freecol/discussion/719661/thread/2d0063a3bc/Which
 should once again better sell the product and help turn lurkers into players! 
As always I'm open to corrections/additions etc from people.As previously 
discussed I would LOVE to add this feature list to the sourceforge FreeCol 
project front page (so that lurkers see it the second they first arrive). 
However I know you don't wanna be bothered about that stuff Mike so I was 
hoping Dave could help me. However he reported problems with editing the front 
page in the comments just below my original features list post 
here:https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/#a702/9e85
There was a theory that maybe it related to him trying on a phone instead of a 
PC however I don't know if he ever tried on a PC or not. I've been waiting for 
him to 'return from the ether' lol so I can try and sort this out with him 
without bothering you. It's only a 2min job max as it just requires copying and 
pasting each of my features into the feature boxes on the admin page as 
demonstrated in the BOTTOM of this picture here:
https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/a702/9e85/attachment/Guide.png
I would also LOVE to update your SF front page screenshots 
here:https://sourceforge.net/p/freecol/admin/screenshotsAs the ones you guys 
have are so old (version 0.9.0 so that's gotta be at least 10-15 years old) and 
I've got some really nice HD screenshots from a year or so ago that I can 
replace them with. However I haven't really pushed this one since that's a 
bigger job for an admin than the feature list one. SF front page supports up to 
6 

Re: [Freecol-developers] New pull requests

2020-04-03 Thread D Blakeley via Freecol-developers
 1. I'm guessing the issue David is talking about below is why there hasn't 
been a release since Feb? FYI Marcin is asking again for a new release to test 
Mikes latest changes presumably.

2. Mike I've followed your instructions (thanks again) and fixed all the map 
names (shorter and no spaces) and I've edited the properties file in the 
strings area with all the new maps and names etc and it's correctly displaying 
in the game! :) However before I submit a new github PR I figured I'd get some 
final feedback from you, Winter and others first as I had some queries that 
only you guys would know the answer to. Here's a direct link to the post on 
page 2 of Mazim's maps 
thread:https://sourceforge.net/p/freecol/discussion/141200/thread/9eb4fbdf/?page=1=25#dbec

3. Also FYI I'm not sure if this is related to the stuff David was talking 
about but the website https://freecol.org/ is not loading at all.


This site can’t be reached

freecol.org refused to connect.

Try:
   
   - Checking the connection
   - Checking the proxy and the firewall
ERR_CONNECTION_REFUSED
Regards
blake

On Monday, 16 March 2020, 09:23:18 am ACDT, David Lewis 
 wrote:  
 
 Hi Mike, 
I haven't had a chance to look to determine why yet, but the master branch CI 
builds are failing.This could have been due to a bad change that I merged in 
last week or so.

If you have a chance to take a look at it, that'd be great. Otherwise, I'll try 
and get to that later this week.Bringing this up because we might need to roll 
back a merge/commit before merging any of these other PRs.
David


On Sun, Mar 15, 2020 at 2:21 PM Michael T. Pope  wrote:

On Sun, 15 Mar 2020 11:47:42 + (UTC)
D Blakeley  wrote:
> I've gotta say with all due respect it seems strange that the whole map usage 
> system requires manual entry into some translation list instead of storing 
> the required extra info in the map files themselves and simply having a map 
> reader that pulls the info out of the map files. As then all this special 
> work and list management isn't required when regular users want to add maps 
> to the game.

You could think that... but you would be wrong:-).

FreeColMessages.properties is the master file containing all the strings
that will be displayed to the player[1].  Or more precisely, the player in
English(US) locales.  Look around the strings directory, it is full of
similar files with locale suffixes for numerous different languages and
dialects.  Heck there is even English(GB).  This does not happen by
magic, but thanks to the volunteers at translatewiki who take the master
strings file and make localized versions of it with the same keys but
translated values, which they then commit back to our sf repo (although
this is equivalent to magic in terms of the effort required from the
FreeCol project).  This means that if I like, I can play FreeCol in
Finnish or Catalan or ... which is really cool.

There is a cost to this of course.  Throughout FreeCol we have to be
careful to display only strings that have been looked up in the correct
strings file.  There is some pretty clever code that does this, written by
smart people that understand i18n/l10n (i.e. not me).  But as long as we
keep every displayed string in one place for the translators (who know
*nothing* about the structure of FreeCol), they can easily do their magic
and we get a better game.

So now Blake, you want to put a displayable string in some other random
file?  I hope you can now appreciate that... that is a big ask.

> so that's presumably a few different new programmers wanting to help you 
> which is really good (maybe the new welcome thread attracted their help & 
> sent them in the right direction, or a least that's what I'm going to tell 
> myself haha).

We will never know for sure, but I hope you are right.

Cheers,
Mike Pope

[1] Except... we have a problem with mods.  Fixing this is on the list but
after new-release.
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Re: [Freecol-developers] New pull requests

2020-03-15 Thread D Blakeley via Freecol-developers
 Hi Mike,
Right! This I can follow lol! Thank you yes I can proceed further now lol.

When you originally talked about "FreeColMessages.properties" I thought you 
were talking about some line value within some master translation file that I 
had no idea where to find lol. But now I see you meant 
FreeColMessages.properties IS the file name lol.
Alright well I'll go cancel my Pull Request and redo the job correctly when I 
have time again (prob next weekend).
I've gotta say with all due respect it seems strange that the whole map usage 
system requires manual entry into some translation list instead of storing the 
required extra info in the map files themselves and simply having a map reader 
that pulls the info out of the map files. As then all this special work and 
list management isn't required when regular users want to add maps to the game.
In fact interestingly someone else has put in a pull request that has the map 
editor ask and store such extra info (eg author) in the map file itself. I know 
this will have no effect on the map reader but maybe I should hold off my PR 
until this PR is either accepted or denied by you guys since if its approved 
then I'll probably wanna refresh all the maps through the editor again and use 
the new description & author fields he's 
added.https://github.com/FreeCol/freecol/pull/58

Anyway sorry, I know you don't wanna be bothered about this stuff but it 
doesn't seem like there's anyone else left to talk about pull requests with 
anymore now. I did start a whole convo on the forums in Mazim's map thread 
about file names and what they should be and a number of people gave their 
thoughts but no one seemed to know about all this special naming and 
translation list stuff so I wasn't warned.
What impresses me about all these new 2020 pull requests is that there are 5 
different users behind them and I don't see their names in the old closed 
requests.. so that's presumably a few different new programmers wanting to help 
you which is really good (maybe the new welcome thread attracted their help & 
sent them in the right direction, or a least that's what I'm going to tell 
myself haha). Hopefully it leads to future team expansion and once again taking 
away some of the load from you. :)

Regards
Blake


On Sunday, 15 March 2020, 09:15:17 pm ACDT, Michael T. Pope 
 wrote:  
 
 > Just letting you know the good news that a number of different people are 
 > making contributions to FreeCol on github...

Quite so.  Pity they are a bit down the list.  I was away last week, and
am now stuck at github issue#32 which is proving to be a PITA, and there is
a new sourceforge bug to look at... after that I plan to deal with the more
problematic pull requests...

> Mine PR has been sitting there for weeks too...

...like yours:-).  Your map reworking has problems...  Lets try again.

1. The name of the map file is *not* what is supposed to be displayed on
the map selection panel.  Yes, we want to credit the authors, but
crufting them into the file name is not how to do it.  Worse yet,
renaming the existing map files is breaking the test suite, which is why
the github page for your PR is showing failed checks.

2. File names with spaces tend to cause breakage in the build scripts,
please avoid them.

3. The string we display under the map thumbnail comes from the
strings database.  This is a file called "FreeColMessages.properties"
which is in the strings directory, right next to the maps directory you
have been hacking around in.  It is a plain old text file, and contains
lines like "freecol.map.Australia=Australia".  To credit someone, you
would change that, for example, to
"freecol.map.Australia=Australia by Drongo Bruce"

4. For every file in the maps directory, you need a line in the properties
file.  The left hand side *must* have the freecol.map. prefix, after
which is the *file name* without the .fsm extension.  Once again, no
spaces in the file name as that can stuff up the routines that read the
properties file.

5. If you do *not* do this, freecol goes through the map directory, finds a
file called foo.fsm, tries to look in the strings database for a key of
freecol.map.foo, fails to find it, and defaults to just displaying the key
freecol.map.foo.  Which is what you were complaining about in
https://sourceforge.net/p/freecol/bugs/3182/

6. Yes I read your "but hunting down master translation stuff somewhere in
something.. umm yeah.. I got no idea sorry." response in that bug.  Humour
me, eh?  I am stretched pretty thin here, and really appreciate it when
people work stuff out from what I admit is a terse explanation on my part.
Hopefully this was a bit clearer and/or enough detail to get things moving
again?

Cheers,
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[Freecol-developers] New pull requests

2020-03-15 Thread D Blakeley via Freecol-developers
Hi guys,
Just letting you know the good news that a number of different people are 
making contributions to FreeCol on github. There are a whole bunch of new pull 
requests there. Mine PR has been sitting there for weeks too (with a mystery 
problem no one has helped on) but it would suck even more if these new PRs from 
other people just sit around for weeks too as it may result in these people and 
their talents losing interest and leaving.
Any chance someone can step up to the plate and have a look at them all?

Regards
Blake___
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[Freecol-developers] FreeCol Maps Overhaul Done!

2020-02-17 Thread D Blakeley via Freecol-developers
I got to help on the actual game itself for a bit haha!
New Mazim maps added, damaged rivers in old maps manually repaired, authors of 
old maps identified in SF history, all thumbnails regenerated, all maps renamed 
to include size and author info. Full details can be found in this 
post:https://sourceforge.net/p/freecol/discussion/141200/thread/9eb4fbdf/?page=1=25#4608


Also some weird error has occurred with the pull request containing the new 
maps & replacements. Will only make sense to you guys as its jibberish to 
me:https://github.com/FreeCol/freecol/pull/56

Regards
Blake


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Re: [Freecol-developers] Updates and Issues I need help with please

2020-02-05 Thread D Blakeley via Freecol-developers
 Thank you David.
Regarding Item 3 - SourceForge:Mike has updated the SF front page summary for 
me but obviously he'd much rather other people in his team help me out with 
these issues in the future so he can keep working on the most important thing, 
the game!
However the features list on the SF front page still needs to be done so if you 
could help with that, that would be great! :)
If if you scroll down to the bottom of this big comment here: 
https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/#a702/9e85You'll
 find the 7 features that need copying and pasting into the boxes. If you look 
at the screenshot attachments you'll see they show where to go in the admin 
controls to do this.

Unfortunately no one came forward with suggestions for the feature list but 
I've worked on them myself over the past 2 months trying to get the wording 
right so hopefully they're pretty good now and I'm not forgetting anything. 
Feel free to make an changes or additions you feel are necessary.

Also I'd also really really like to replace those ancient screenshots on the SF 
front page with some nice new HD ones that look WAY better. If you're willing 
to help me with this too I can then supply you with 6 sexy HD screenshots (SF 
only allows up to 6) and their caption text to use. :)

 Regarding Item 3 - Website:

The conversion on teaching others (starting with me) to be able to edit the new 
website has spilled over to here if you feel you can help with 
it:https://sourceforge.net/p/freecol/discussion/141200/thread/e78a6df83d/#c3c3/ee20/6536/6977/bd1f/efac/7ba8/1b81/6c34


Regards
Blake
On Tuesday, 4 February 2020, 04:12:57 am ACDT, David Lewis 
 wrote:  
 
 Hi Blake, I got your message from a couple days ago, just had a crazy weekend. 
Thanks for sending this, let's work on some of these this week.
David
On Mon, Feb 3, 2020, 07:42 D Blakeley via Freecol-developers 
 wrote:

 Hi guys,

Judging by Mike's comment on my post today (suggesting I send a dev mail msg) 
I'm starting to think no one saw my dev mail msg from 2 days ago (& maybe even 
some of my previous ones). Possibly because I replied to old convo. So here's a 
fresh new one with a new title. Please note items 3 & 4 are the ones I need 
help on before I can do anything more! Original message below:
---
Hi guys,

It's been a while, I've been buried in my own mod projects (retro Heroes of 
Might & Magic Civ2, C Civ2 , and Red Alert 2 Civ2 mods). However I haven't 
forgotten about my promises to help you guys on a few things (within my limited 
abilities haha) so I just thought I'd give an update on a few things and ask 
for some help on a few others.
1 - IndieDB Work (Update):https://www.indiedb.com/games/freecol
If you guys check out the old FreeCol IndieDB page you'll see I've made a 
number of updates to it recently. I've cloned the last stable release and some 
of the recent nightly releases over there so that new visitors see the new 
versions at the top instead of those bloody ancient 2010 files (which we can't 
get rid of). I have also uploaded those 19 HD FreeCol shots I took a while back 
(which I've told you guys about before) effectively burring all the old not so 
pretty screenshots that were on the page (which we also can't get rid of).
Interestingly it's already attracted some attention as someone posted a comment 
on the main page saying it looks good and they'd love to see a video! Guess 
that means it's already working haha!
I have NOT posted an article there yet though as that's the one that really 
attracts attention (as it goes into the main IndieDB & ModDB new pages) as I'm 
thinking I'll hold off until I've got the HD video finished and on Youtube. 
Then do a big "FreeCol is alive and well!" news post with the critical links, 
pics and vid.
There's nothing I can do about the ancient banner across the top using old 
graphics as only an admin can change that and presumably the admin of this page 
was one of the long gone old FreeCol team members.
But nevertheless FreeCol is getting a much nicer & modern representation on 
arguably the largest mods & indie game website out there now! :)

2 - Facebook Group 
(Update):https://sourceforge.net/p/freecol/discussion/719661/thread/b73f378418/
Some of you may have already noticed the thread I made on the SF forum about 
this but I've created a new (and world's only it would seem) Colonization Fans 
Facebook group. This is a long term project (as it takes ages for them to get 
going and get lots of sign ups) where I plan to market FreeCol by posting cool 
info and news about the project as well as talking about other cool 
Colonization games of course, but FreeCol will be getting the most attention 
from me. I don't think there's a dedicated Colonization fans group on reddit 
either so I might look into that too.
I've just posted those same 19 sexy HD FreeCol shots into an album there 
too:https://www.facebook.com/media/

[Freecol-developers] Updates and Issues I need help with please

2020-02-03 Thread D Blakeley via Freecol-developers
 Hi guys,

Judging by Mike's comment on my post today (suggesting I send a dev mail msg) 
I'm starting to think no one saw my dev mail msg from 2 days ago (& maybe even 
some of my previous ones). Possibly because I replied to old convo. So here's a 
fresh new one with a new title. Please note items 3 & 4 are the ones I need 
help on before I can do anything more! Original message below:
---
Hi guys,

It's been a while, I've been buried in my own mod projects (retro Heroes of 
Might & Magic Civ2, C Civ2 , and Red Alert 2 Civ2 mods). However I haven't 
forgotten about my promises to help you guys on a few things (within my limited 
abilities haha) so I just thought I'd give an update on a few things and ask 
for some help on a few others.
1 - IndieDB Work (Update):https://www.indiedb.com/games/freecol
If you guys check out the old FreeCol IndieDB page you'll see I've made a 
number of updates to it recently. I've cloned the last stable release and some 
of the recent nightly releases over there so that new visitors see the new 
versions at the top instead of those bloody ancient 2010 files (which we can't 
get rid of). I have also uploaded those 19 HD FreeCol shots I took a while back 
(which I've told you guys about before) effectively burring all the old not so 
pretty screenshots that were on the page (which we also can't get rid of).
Interestingly it's already attracted some attention as someone posted a comment 
on the main page saying it looks good and they'd love to see a video! Guess 
that means it's already working haha!
I have NOT posted an article there yet though as that's the one that really 
attracts attention (as it goes into the main IndieDB & ModDB new pages) as I'm 
thinking I'll hold off until I've got the HD video finished and on Youtube. 
Then do a big "FreeCol is alive and well!" news post with the critical links, 
pics and vid.
There's nothing I can do about the ancient banner across the top using old 
graphics as only an admin can change that and presumably the admin of this page 
was one of the long gone old FreeCol team members.
But nevertheless FreeCol is getting a much nicer & modern representation on 
arguably the largest mods & indie game website out there now! :)

2 - Facebook Group 
(Update):https://sourceforge.net/p/freecol/discussion/719661/thread/b73f378418/
Some of you may have already noticed the thread I made on the SF forum about 
this but I've created a new (and world's only it would seem) Colonization Fans 
Facebook group. This is a long term project (as it takes ages for them to get 
going and get lots of sign ups) where I plan to market FreeCol by posting cool 
info and news about the project as well as talking about other cool 
Colonization games of course, but FreeCol will be getting the most attention 
from me. I don't think there's a dedicated Colonization fans group on reddit 
either so I might look into that too.
I've just posted those same 19 sexy HD FreeCol shots into an album there 
too:https://www.facebook.com/media/set/?set=oa.2507871526102866=3


3 - Sourceforge (NEED HELP!):Can someone with admin access to the sourceforge 
page please please please please please please please please please help me do 
those front page updates posted 
here:https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/#a702/9e85

Believe me I'd love to do it myself and not be bothering you guys about it but 
I can't, only admins can. It only needs about 2 minutes from one of you as I've 
already written everything up. There's no modifying required (even for the 
links) as I've tested the changes on my B5 mod page. Just a matter of copy 
paste copy paste copy paste copy paste copy paste of the summary and the 
features into the boxes on the Admin/Metadata/Full Description page.

4 - Website Work (NEED HELP!):I see Winter has finished the big overhaul of the 
website and it looks amazing!! Keeps the old theme but is so clean and 
efficient in the frontend and backend. I love it!
So now that his work is done I can look at adding some of those new ideas I've 
probably mentioned before such as adding some of my HD pictures to the 
Screenshots Section, adding a new Videos  Section that's similar in layout to 
the screenshots section (which has FreeCol version and date info on each item) 
but has youtube videos in there instead (I've found a whole bunch on there and 
of course I've got my own cool HD one coming too), and later down the track I 
was thinking about a dedicated Modding  Section that gives some general 
information maybe with a screenshot or 2 about how FreeCol is super mod 
friendly and links where to go on the forums (eg a dedicated modding info 
sticky thread I've also been thinking about putting together for you guys) to 
see guides, info & wishlists on modding etc. I believe that marketing FreeCol's 
modability more is one of the best ways to attract new programming and graphic 
talent to your team. Plus every time someone complains about 

Re: [Freecol-developers] Website fixes

2020-02-01 Thread D Blakeley via Freecol-developers
 Opps forgot no pics allowed in mailing lists sorry. Re-sending.
On Saturday, 1 February 2020, 06:38:50 pm ACDT, D Blakeley 
 wrote:  
 
 Hi guys,
It's been a while, I've been buried in my own mod projects (retro Heroes of 
Might & Magic Civ2, C Civ2 , and Red Alert 2 Civ2 mods). However I haven't 
forgotten about my promises to help you guys on a few things (within my limited 
abilities haha) so I just thought I'd give an update on a few things and ask 
for some help on a few others.
1 - IndieDB Work:https://www.indiedb.com/games/freecol
If you guys check out the old FreeCol IndieDB page you'll see I've made a 
number of updates to it recently. I've cloned the last stable release and some 
of the recent nightly releases over there so that new visitors see the new 
versions at the top instead of those bloody ancient 2010 files (which we can't 
get rid of). I have also uploaded those 19 HD FreeCol shots I took a while back 
(which I've told you guys about before) effectively burring all the old not so 
pretty screenshots that were on the page (which we also can't get rid of).
Interestingly it's already attracted some attention as someone posted a comment 
on the main page saying it looks good and they'd love to see a video! Guess 
that means it's already working haha!
I have NOT posted an article there yet though as that's the one that really 
attracts attention (as it goes into the main IndieDB & ModDB new pages) as I'm 
thinking I'll hold off until I've got the HD video finished and on Youtube. 
Then do a big "FreeCol is alive and well!" news post with the critical links, 
pics and vid.
There's nothing I can do about the ancient banner across the top using old 
graphics as only an admin can change that and presumably the admin of this page 
was one of the long gone old FreeCol team members.
But nevertheless FreeCol is getting a much nicer & modern representation on 
arguably the largest mods & indie game website out there now! :)

2 - Facebook 
Group:https://sourceforge.net/p/freecol/discussion/719661/thread/b73f378418/
Some of you may have already noticed the thread I made on the SF forum about 
this but I've created a new (and world's only it would seem) Colonization Fans 
Facebook group. This is a long term project (as it takes ages for them to get 
going and get lots of sign ups) where I plan to market FreeCol by posting cool 
info and news about the project as well as talking about other cool 
Colonization games of course, but FreeCol will be getting the most attention 
from me. I don't think there's a dedicated Colonization fans group on reddit 
either so I might look into that too.
I've just posted those same 19 sexy HD FreeCol shots into an album there 
too:https://www.facebook.com/media/set/?set=oa.2507871526102866=3


3 - Sourceforge:Can someone with admin access to the sourceforge page please 
please please please please please please please please help me do those front 
page updates posted 
here:https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/#a702/9e85

Believe me I'd love to do it myself and not be bothering you guys about it but 
I can't, only admins can. It only needs about 2 minutes from one of you as I've 
already written everything up. There's no modifying required (even for the 
links) as I've tested the changes on my B5 mod page. Just a matter of copy 
paste copy paste copy paste copy paste copy paste of the summary and the 
features into the boxes on the Admin/Metadata/Full Description page.

4 - Website Work:I see Winter has finished the big overhaul of the website and 
it looks amazing!! Keeps the old theme but is so clean and efficient in the 
frontend and backend. I love it!
So now that his work is done I can look at adding some of those new ideas I've 
probably mentioned before such as adding some of my HD pictures to the 
Screenshots Section, adding a new Videos  Section that's similar in layout to 
the screenshots section (which has FreeCol version and date info on each item) 
but has youtube videos in there instead (I've found a whole bunch on there and 
of course I've got my own cool HD one coming too), and later down the track I 
was thinking about a dedicated Modding  Section that gives some general 
information maybe with a screenshot or 2 about how FreeCol is super mod 
friendly and links where to go on the forums (eg a dedicated modding info 
sticky thread I've also been thinking about putting together for you guys) to 
see guides, info & wishlists on modding etc. I believe that marketing FreeCol's 
modability more is one of the best ways to attract new programming and graphic 
talent to your team. Plus every time someone complains about something in 
Freecol they don't like on forums and social media then everyone can just say 
"no problem mate, here's a link to our modding info and guide section where you 
can learn to make a mod doing exactly what you want and if others like it too 
then we'll stick in the release mods". Just shove that line 

Re: [Freecol-developers] Website fixes

2020-01-03 Thread D Blakeley via Freecol-developers
 Jon, I think we both lost the Wordpress debate buddy, time to capitulate haha.
Hmm well if Stian's not to be contacted unless there's an emergency I'd say 
that's a no haha!

I think Mike came later after other dudes worked on it for years and burned out.
BTW Don't worry Mike I got your latest msg via dev list and your previously 
missing message decided to arrive (from dev list) today a day late too.. and 
into my spam folder lmao. Well played yahoo well played..
I'm thinking about switching to Internode.. iinet are driving me nuts..
If you guys are doing all this website work on SF I guess I better figure out 
how to edit webpages on SF lol.. took me long enough to figure out how to do 
the website changes on the github copy but if that's missing out on the latest 
stuff then I better figure out SF lol. Do I need any special programs installed 
on my comp? Or does SF have a built in HTML/text file editor like github has?

Regards
Blake


On Friday, 3 January 2020, 07:21:59 pm ACDT, Jonathan Aquilina 
 wrote:  
 
 My concern is this. Is said person holding the domain still interested in the 
project and being involved. If not its best to easily have the domain 
transferred to someone who is more active like Michael for example.
@Michael is freecol your baby that you have developed from the ground up?

Jonathan Aquilina

On Fri, Jan 3, 2020 at 9:40 AM  wrote:

This was all before I joined the project. My assumption had always been he is 
only to be contacted in case of emergency.We should only disturb them after 
everything is decided, and then it would fall on Mike, as he is the one who 
knows them.  Gesendet: Freitag, 03. Januar 2020 um 09:30 Uhr
Von: "Jonathan Aquilina" 
An: win...@genial.ms
Cc: "FreeCol Developers" 
Betreff: Re: [Freecol-developers] Website fixesHas anyone tried to contact him? 
Jonathan Aquilina On Fri, Jan 3, 2020 at 9:29 AM  wrote:
As I tried to say, Stian or another inactive project member is controlling the 
domain records, which means it is not that easy.  Gesendet: Freitag, 03. Januar 
2020 um 09:20 Uhr
Von: "Jonathan Aquilina" 
An: win...@genial.ms
Cc: "David Lewis" , "FreeCol Developers" 

Betreff: Re: [Freecol-developers] Website fixesHi Winter, You are worried about 
breaking the domain, there is an easy solution to that you would need to add a 
CNAME (Alias) record on DNS which will point to the .io site so if i go to the 
.org it would redirect me to the alias .io Jonathan Aquilina On Fri, Jan 3, 
2020 at 9:18 AM  wrote:
Hi, a few days ago when reading SF webserver documentation, I saw that you 
could switch over from PHP5 to PHP7.It's just that we are completely HTML only 
without a single .php file remaining -- that's why I saw no use in doing it.If 
you switch over the domain would change from .net to .io, possibly breaking our 
.org domain, depending on how it is configured. This might also break some 
direct links to the .net subdomain somewhere.We would get https on the .io 
domain, but certificates are bound to the domain not ip, thats why I doubt it 
would work correctly on our .org domain.There is still some old files on the 
ftp for the webserver in the directory above the htdocs directory for the 
website -- these will need a backup before a switchover!I would not click the 
switch over button, without Stian and/or whoever controls the .org domain 
giving his ok. Greetings wintertime  Gesendet: Freitag, 03. Januar 2020 um 
06:31 Uhr
Von: "David Lewis" 
An: "Michael T. Pope" 
Cc: "FreeCol Developers" 
Betreff: Re: [Freecol-developers] Website fixesLol, bizarre. Yay for Yahoo 
filtering. I don't know that the forums would be moved. I think we may just 
leave those as is on SF. overall I really don't see a need to transition 
absolutely everything over to github from source forge, just primarily the code 
base and the website. And also probably the ticket tracker to GitHub issues. I 
don't really see a need to abandon SF entirely. David On Thu, Jan 2, 2020, 9:26 
PM Michael T. Pope  wrote:
On Thu, 2 Jan 2020 23:19:14 +0100
win...@genial.ms wrote:
> I was anticipating of moving the website over to GitHub someday, but it's 
> kinda surprising you'd like to move over the domain so fast when the other 
> stuff is still on SF?

Quite so.  I wish people who want to move stuff around would
at the very least come up with a plan that includes the hard
problems, like how to move the forums.  The website is easy.

> Would it be easier to get https support for the freecol.org domain on GitHub?

That is a timely remark.  Yesterday while I was trying to work out who has
permission to update the SF website I came across something new[1]:

                Your website is currently hosted at
                http://freecol.sourceforge.net with PHP 5.4

                To update to https://freecol.sourceforge.io and PHP 7.x, click 
the button below.
                There will be a small delay for it to take effect. You may 
switch back if needed.

I propose to click the button. 

Re: [Freecol-developers] Website fixes

2020-01-02 Thread D Blakeley via Freecol-developers
 That's weird. I never got Mike's response to me (direct or via dev mail list), 
not even in my spam folder. Glad you left his reply to me in your reply Dave 
otherwise I would never have seen it!
Didn't know what Markdown was so I googled it and it sounds like the 'text box' 
you get on a forum (or on wordpress) that has a few word doc like controls 
(font stuff, paragraph stuff, insert table/image/video etc) and the option to 
switch view to the html code behind it. If that's the case (forgive me its hard 
to imagine without some pictures haha) then yeah, no probs I'll be fine haha! 
And if the backend stuff is still full of html then I should be able to even 
tinker with that a bit every now and then when needed (if the frontend isn't 
giving me the level of customization I need). Oh well I guess I'll wait until 
Winter's a bit further along with development and he's ready for me to try 
tinkering with stuff and I'll try and make some cool stuff for the site then. 
I'm buried in a few other projects at the moment anyway.
> I'll try my access when I get to a computer, I haven't tried yet.
Yeah that's what I thought was weird when you had those troubles Dave, if you 
have admin access to the sf project source files etc then surely editing some 
simple text boxes on the sf project front page shouldn't be locked out to you. 
If you were trying on phone maybe that was why it was being weird. Since you're 
copying and pasting clumps of text & links I've put together in the forum it's 
prob easier for you to do on comp anyway mate.
Regards
Blake

On Thursday, 2 January 2020, 09:53:09 pm ACDT, David Lewis 
 wrote:  
 
 I would echo your sentiments about WordPress. I used to be a Drupal / WP Dev 
for Disney some years ago and I would steer very far away from the WordPress 
platform, it'll give way more problems than it's worth. Especially security 
wise.
Jekyll is probably the easiest method to come up with. It'll have the lowest 
bar for coding and maintenance. You'll find it super easy, Blake. It's more of 
a markdown formatter, so you write pages in Markdown instead of HTML. Templates 
are in HTML CSS, but most of the time you don't need to touch these unless you 
want a special customization or new feature added, but the content itself is 
just all markdown docs.
I'll try my access when I get to a computer, I haven't tried yet.
David
On Thu, Jan 2, 2020, 1:07 AM Michael T. Pope  wrote:

>>[Jonathan]
>> thing is the community will need someone versed in website coding and 
>>styling if that person leaves there is a bit of an issue there.

This has always been the case.

>[D Blakeley]
> That's exactly what worries me. This Jekyll thing sounds like its not going 
> to be something the average guy (eg me) can use...

AFAICT if you want to write content, then use of Jekyll means you have to
write in Markdown.  You are going to have to be pretty average to find
Markdown a high bar:-).

If you want to build the site you will need a working Jekyll install,
which might be trickier.

The actual upload to SF is straightforward, but you need permission.  I
have looked at the SF permissions, and remain confused.  However if
winterime is able to upload (which is good) David should have the same
permissions.  David, have you tried:

  sftp $USERNAME,free...@web.sf.net

with your SF username and credentials?


Anyway... generally with respect to the website I really do not have a
many strong opinion about how or what it looks like.  I am delighted
people are working on it again, and I am trying to help but mostly keep
out of the way.  What I do care about is that it be low maintenance
because as Jonathan rightly reminds us above, people leave.  However I do
not share Jonathan's enthusiasm for Wordpress... one CMS debacle was
enough.

Cheers,
Mike Pope


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Re: [Freecol-developers] Website fixes

2019-12-28 Thread D Blakeley via Freecol-developers
 Hi guys,
A few things to reply to!
Mike:I think Winter is after your thoughts/approval on his new site ideas. Also 
I have just posted at this link below, if you could spare a moment to help out 
a fellow Aussie I'd appreciate it thanks haha. Should be the last time I have 
to pester you about a big sourceforge change as this really is the last thing 
it needs to help your fans navigate to the right places! After this in the 
future it just might be a thread sticky or 2 which I can pester David about. 
https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/#a702/9e85/07a6/d983/f301
Winter:> No, I do not want the website to gain even more warnings. I was hoping 
we could> decide on which pages with warnings are still useful, which could be 
deleted.
Opps sorry I misread that part as I thought winter was referring to heavily 
outdated sections of the site not labeled as such. Everyone ignore what I said 
on that bit lol.
Jonathan:
> I would be willing to sponsor some webhosting on my shared cpanel server.
> I was thinking of setting up wordpress for the site?

Your later point was certainly what I was thinking as Wordpress is so darn low 
maintenance and easy to use and controls the annoying sorting & navigation of 
all the news items for you. Creating pages and posts is dead easy too as its 
pretty much like a word doc editing but if you want full control then you can 
access the html code behind the page editor too. It's also pretty good for 
setting up separate non-news page sections too. Eg all those project info and 
history pages etc could easily be copy & pasted to wordpress section pages 
accessed through a wordpress main menu similar to the existing sites menu 
options. Wordpress menu buttons also support drop down options meaning all sub 
sections from the old site could be easily brought across too. I use a 
wordpress blog for all my website news now (separate from my main website thats 
store elsewhere), I don't use drop down menus but if you click on either my 
'Fav Fan Game Projects' or my 'What's Blake Playing Right NOW' buttons you'll 
be taken to wordpress hosted sections that are NOT part of the news blog. 
https://blakessanctum.wordpress.com/
Winter:
> IIRC, one problem with this was the goal to keep all parts of the project
> on a single provider (like SF or GitHub).
But yeah as winter points out I don't think they want offsite hosting, as fully 
accessible public hosting is better for everyone to help out on. I'm not sure 
if a wordpress built site can be put into a SF/Github hosted area but if it can 
then I'd be all for that as I can EASILY help in all areas of moving content 
across and adding new news items etc.

> Yes, I always found it the right decision to stop using a CMS, especially
> when nobody can commit to updating it regularly. I only have about a month
> before starting in my new job, not sure how much time I have then. That's
> why my main concern is to get the website into a fixed, sustainable state
> without need of much maintenance soon.
> For that, I'd just like to have it in a way to not need every news 3 times
> and having links updated automatically.
> Maybe the way to get that could be static page generation for news articles
> before uploading? We would not need anything fancy, if it could just find
> a few magic tags in slightly modified current pages and add articles from
> text files and generate links to the articles, it would be sufficient.
Well good thing I've got the next month off work because that means I can help 
you try and sort this mess out into something low maintenance before we both 
get busy again! :)
And yeah if some sort of news making page can be constructed that does all the 
inserting and news list management stuff for you on the existing site that'd be 
fine too. As presumably then even someone like me could use it to create news 
if needed lol!
> as mentioned below, I'd like to add static page generation.
> I think, Jekyll would be nice for that:
> - https://jekyllrb.com/
> - It would make it easier to add new content/news.
> - It allows for removing redundancies in pages.
> - We could slowly transition page by page (maybe just
> the news at first).
> - It supports markdown (could, for example, translate the
> cv3-discoverer-english/log.md into html after a tiny change).
> - It is also used in GitHub Pages, so it'd be compatible
> in case of a move there.
> - It only needs a Ruby installation with the gem installed,
> then one more line in console/script for uploading and
> a slightly changed directory to upload from.

> I installed it here and it looks like it works for me.
> I'd just need to know beforehand, if you would approve of
> using it?
I've never heard of these guys but if they have a nice easy to use frontend 
that allows even noobs like me to create website content (eg menus, pages, 
inserting text & pictures) much like the wordpress and wix webpage builders but 
obviously also has that lovely well organised 

Re: [Freecol-developers] Website fixes

2019-12-23 Thread D Blakeley via Freecol-developers
 Thanks Winter I'm looking forward to see all these changes you've been busy 
on. As discussed in the forums something has gone wrong between sf & github as 
when mike did the update some changes went on to the live site but some didn't. 
> - www.freecol.org/bugtracker contains broken remains not inside git,
> maybe same for www.freecol.org/featuretracker or other directories.
> Needs checking with ftp access?
> - Some older news items (I think 0.9.4 and older) contain broken
> bugtracker and featuretracker links, I do not have a replacement for.
> Are these still accessible somewhere in bugtracker or as changelogs?
> - Maybe fix the stuff in cv3-discoverer-english to be an actual,
> accessible html page?> - Maybe look through docs, templates, images and 
>create-new-article
> directories for things to update or delete?> - [Maybe convert the xhtml1.0 
>transitional to html5?]

Unfortunately I'm no help to you with these ones as they are beyond my skill 
sets and/or they require intimate knowledge of the sites workings and history. 
But I'm guessing you were more after feedback from Mike and the others on these 
anyway.
> - [Maybe clean up the div-soup and table-soup everywhere?]
> - [Maybe make the website prettier somehow?]

These ones I may be able to help you with, but with help and guidance. Eg you 
guys overhaul one section, show it to me and then I attempt to replicate the 
improvements across other sections.And yes even with notepadd++ I struggled in 
that endless sea of broken divs and tables. It's a such a mess you just get 
lost in it all!
> - Maybe update some pages with warnings about the being outdated or
> move or delete?

There's already a couple of outdated content warnings in yellow boxes on some 
old pages of the site so just tell me which pages need the out of date 
disclaimer and I'll just copy and paste a similar yellow box msg into them all 
if you guys don't wish to delete. Easy! :)

> - Maybe add some new content?
> - When all is done, add news about website update.

Now these I can be a BIG help to you guys on and I've got a few ideas I've 
probably already mentioned before. Best of all I can pretty much do some of 
them myself without bothering you guys every 5 minutes.
The current screenshots section is DISMAL.. the newest pics are from version 
7.0 for christ sake lol, it really undersells your game as you've made numerous 
engine and terrain improvements since those pics. So I'm thinking I can update 
more-screenshots.html with some of those HD pictures I made and showed you guys 
before at imgur.com/a/lBEsMJB (I'm thinking I might take a new HD screenshot 
with the classic wooden mod interface turned on just for people who like the 
old one too) and put them above the old 7.0 pics in a new 12.0 pre-release test 
images section. Then update the main screenshots.html file to use some of these 
new pics too. I'm guessing you'd rather onsite hosting instead of offsite so I 
can upload my pngs to your github website images folder for usage.
I also want to add a new videos.html page that its laid out similar to the 
screenshots page and lists all found videos and mentions the version number 
used for the recording. There's a whole bunch of videos on youtube from people 
made over the years can can be used to show off your game and of course I've 
got my much newer HD freecol tour video currently sitting on ice on my computer 
ready to be uploaded to youtube once I've made some final changes and fixes to 
it. I was originally thinking that we rename screenshots in the main menu to 
'media' but realised that your main menu code is duplicates across every single 
page on the site which would be not so much fun to change lol. So I'm thinking 
I simply add the new videos page as a subsection of the current screenshots 
section and then all I have to do is change the menu in all the screenshot 
subsection html pages (more-screenshots, ar-units, art-icons, art-colonies) to 
include the videos page. Then I can also change the main screenshots.html page 
to talk about the videos section so that the moment anyone anywhere on the site 
clicks on screenshots they'll be taken to that page and see very quickly that 
there is a videos subsection just like there is currently a more screenshots 
subsection.

"new HD videos and screenshots added to site" can even be a separate news item 
to winters suggested website update news post as the more news we can think of 
(to make the place look more active) the better lol!
Winter I'm guessing you're going with the onsite simplified news plan? Despite 
the recent live site updating issues I can see you've changed a number of news 
items have "read more" button which is cool. Although I'd strongly recommend we 
change the title of the article to be a link as as well since that's how the 
vast majority of blog & news sites work. You can either hit a read more button 
or click on the main heading itself to load the full article. eg "Nightly 
Releases Now 

Re: [Freecol-developers] Project looks abandoned due to presentation issues

2019-12-13 Thread D Blakeley via Freecol-developers
 Hi guys,
Quick updates...
As promised I've located all the damaged news items Winter talked about and 
completed the fixes to them. I've also fixed the oversized pages he mentioned 
too. Pull request is submitted and ready for you guys 
here:https://github.com/FreeCol/freecol/pull/50


Have also put together new text (using the better project description from your 
website) similar to the welcome thread for your sourceforge front page summary 
area with critical links included. I tested them on a sourceforge project front 
page I have admin rights on and it worked great. Obviously I need David, Mike 
or one of the other admins to implement these changes so I've put the text and 
demonstration images in a post 
here:https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/#a702/9e85

Also in that post I discuss how these days Sourceforge has a nice features list 
section (you can see it in example pictures attached to post) on project front 
pages where you can list all the cool stuff about the game. Listing what's 
great about FreeCol increases interest and convert lurkers to downloaders. 
Here's some I can think of off the bat but there's definitely more 'sexy 
features' we can all think of as you guys know your project better than anyone! 
Improvements to my wording could use some suggestions too (not sure what the 
character limit is in those little fields but hopefully the map one will fit).
- Play classic Colonization games- Play huge extended Colonization games- 8 
player games (12 with mods)- Multiplayer Support
- Huge maps of America, Africa, Australia, and more!
- Map Editor- Mod Support

Once finalised this simple but 'sexy' feature list would probably work well in 
other places such as the welcome thread and on the freecol.org website front 
page too. That way everyone who visits the project on either site will quickly 
know (without ANY clicks) what its about, what makes it cool, why they should 
try it, where to go to try it, and how they can help make it better.


Regards
Blake



On Monday, 9 December 2019, 07:15:33 pm ACDT, D Blakeley via 
Freecol-developers  wrote:  
 
  David:> This means that we should have our nightly builds available: 
https://github.com/FreeCol/freecol/releases

Thank you so much David this is great news. Now that we're changing all these 
places to tell people to about the nightly releases it's good that they'll see 
a nice new one there. I've downloaded it and look forward to mucking around 
with it.
Thank you again so much for applying the sticky and announcement flags to the 
welcome thread. Mike you're off the hook for that job lol! (BTW I'm Australian 
too :) 
)https://sourceforge.net/p/freecol/discussion/719661/thread/2d0063a3bc/I've put 
in a nice HD picture there and in the future will likely add some more 
multimedia there to show off the game when people are passing through. I've 
really gotta get off my butt and finish editing that FreeCol HD tour video I 
made a year ago. I've got some holidays coming over January so my plan is to 
get it sorted then and use it to market the living s*** out of your project 
across all the Col & Civ forums and social media groups I'm at.
Anyway I'll keep looking at making improvements to the Welcome/Info text to 
make sure people are going to the right places. Let me know if you you guys 
want anything changed. Although presumably admins can edit other peoples posts 
so you can change anything you want in it anyway.
   Winter: 
> As for the website itself, every time I look at it I find more broken 
>things.> There are many old news items with missing text, but luckily there 
>are overview pages> containing the missing content.> The way to fix this is to 
>search files for pages below news/ containing:> "You are not authorised to 
>view this resource.
> You need to login. "> Then search all other pages for the page title, 
>especially any named> "news/page-*.html" or "news/*/page-*.html" and 
>copy-paste the missing> html+text from each item into each broken single 
>page.> Blake, could you help with this? I would be grateful, if you did.
Yeah sure mate I'm happy to help with that although I'll need some more hand 
holding from you on getting started with this to make sure I'm looking in the 
right places and do it the right way (I'll email you separately about this). 
Also I'll be busy the next few days at work but can be back on deck to help on 
friday.Also David's asked for my help on "spitting out the website code from 
the main freecol git repo into the dedicated Github repo so that we can make 
faster website updates" 
here:https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/#f215
However I'm pretty sure this one is beyond my limited talents being that I'm 
not a programmer and I only just started learning how Github works haha. So 
maybe if I can take most of this annoying broken 

Re: [Freecol-developers] Project looks abandoned due to presentation issues

2019-12-09 Thread D Blakeley via Freecol-developers
 David:> This means that we should have our nightly builds available: 
https://github.com/FreeCol/freecol/releases

Thank you so much David this is great news. Now that we're changing all these 
places to tell people to about the nightly releases it's good that they'll see 
a nice new one there. I've downloaded it and look forward to mucking around 
with it.
Thank you again so much for applying the sticky and announcement flags to the 
welcome thread. Mike you're off the hook for that job lol! (BTW I'm Australian 
too :) 
)https://sourceforge.net/p/freecol/discussion/719661/thread/2d0063a3bc/I've put 
in a nice HD picture there and in the future will likely add some more 
multimedia there to show off the game when people are passing through. I've 
really gotta get off my butt and finish editing that FreeCol HD tour video I 
made a year ago. I've got some holidays coming over January so my plan is to 
get it sorted then and use it to market the living s*** out of your project 
across all the Col & Civ forums and social media groups I'm at.
Anyway I'll keep looking at making improvements to the Welcome/Info text to 
make sure people are going to the right places. Let me know if you you guys 
want anything changed. Although presumably admins can edit other peoples posts 
so you can change anything you want in it anyway.
   Winter: 
> As for the website itself, every time I look at it I find more broken 
>things.> There are many old news items with missing text, but luckily there 
>are overview pages> containing the missing content.> The way to fix this is to 
>search files for pages below news/ containing:> "You are not authorised to 
>view this resource.
> You need to login. "> Then search all other pages for the page title, 
>especially any named> "news/page-*.html" or "news/*/page-*.html" and 
>copy-paste the missing> html+text from each item into each broken single 
>page.> Blake, could you help with this? I would be grateful, if you did.
Yeah sure mate I'm happy to help with that although I'll need some more hand 
holding from you on getting started with this to make sure I'm looking in the 
right places and do it the right way (I'll email you separately about this). 
Also I'll be busy the next few days at work but can be back on deck to help on 
friday.Also David's asked for my help on "spitting out the website code from 
the main freecol git repo into the dedicated Github repo so that we can make 
faster website updates" 
here:https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/#f215
However I'm pretty sure this one is beyond my limited talents being that I'm 
not a programmer and I only just started learning how Github works haha. So 
maybe if I can take most of this annoying broken links job away from you 
that'll free you up to help him with that problem?

> The page navigation partially remaining from the former CMS is giving me 
>headaches.
> I also found more broken and missing content and navigation links.> I'd love 
>to get rid of it and just have link lists to single news items with a 
>backlink,> but I don't have the time and it depends on the fix mentioned above 
>being done.> It might also be slightly worse from a user perspective to always 
>click an additional link? Yeah I haven't really complained about this as I'm 
>guessing one of you guys put this news system together but OMG are you making 
>life hard for yourselves. Or at least it looks that way. Eg when you add a new 
>news item do you have to then manually move other older news items across the 
>1-10 pages of news? Or is there some clever code setup that moves things 
>around for you? If not then OH MAN do we need to change things.
Two ways to solve this..
1 Adding a blog to your website using an existing 'pre-made' blog/news service 
(eg Wordpress) which then takes away all the news page list content, news 
categories, who posted the news (usernames), and link updating issues in the 
future as it does all that for 
you.https://www.shoutmeloud.com/how-to-install-wordpress-manually-web-hosting.htmlSo
 the only nasty time consuming job would be moving all of the old news content 
over to new blog service. However anyone can do that so I could do this for you 
guys. I've been using wordpress for years and I've just discovered they do 
allow backdating of new posts to previous months and years (which we'd need for 
all the old news).
https://www.wpbeginner.com/beginners-guide/how-to-back-date-your-wordpress-posts/It
 would just need one of you guys to set it up on your site and then 'let me at 
it' lol (I'd still need access to the old replaced news pages and I'd obviously 
be updating links in every news post while porting them over).
OR
2 as Winter suggested we switch to simple 1 page with a list of news items with 
nothing but the titles and you click on them to see the news item (I'm sure 
they'll survive the horror of having an extra click step haha).Eg your 
counterparts in the opensource C/Red Alert remake 

Re: [Freecol-developers] Project looks abandoned due to presentation issues

2019-12-07 Thread D Blakeley via Freecol-developers
 Winter:> thank you, Blake, for helping.
> As written on GitHub, I used most of your changes for the website,
> with a few tweaks: https://github.com/FreeCol/freecol/pull/49

Thanks Winter! I'm glad my efforts weren't a waste haha! I see you found a nice 
icon for the nightly release download too. Looks good! People will now being 
going to the right places to download and contribute. Just need to sort out the 
sourceforge info areas, however I'm guessing you're not an admin there meaning 
I need help from one of the other guys.

> Double-checking and a few more suggestions are welcome. ;)
Well I think I said this before but a videos section on your website would be 
really good. Whether its a separate section on the main menu or you rename 
screenshots to "Media" and have a new videos page as a subsection to it I don't 
know. I can gather all the videos out there and embed them, I just need a 
working page to put them into. Not game to try creating it myself as I have no 
idea how to mass implement a menu change to every page of a website on github 
lol. I don't normally have to worry about stuff like that as my website is 
still in the dark ages and uses frames so I only have to update one place when 
I make a main menu change lol.
> What I still want to do is add the forgotten news item
> https://sourceforge.net/p/freecol/news/
> and some new news-item announcing the website update.
> I kept these for last, cause of the many internal links,
> which as you noticed need updating when adding more news.

Would you believe that all these years I've been visiting the sourceforge page 
I hadn't noticed it had its own news section lol. However yes, fixing up the 
news situation on the main freecol.org website is important. Copying David's 
2017 post over there would be a good start, then maybe my draft pre-12.0 post 
after it or some things you have in mind. BTW I forgot to mention this before 
but when you're updating the website news with the new stuff you're planning 
you might also want to do something about that download link on the current 
latest news post as it says 11.5 when its actually meant to be 11.6. Typo has 
sat that for over 4 years haha. Not much point in me doing it if you're about 
to update that whole area but personally I'd remove it or make it generic 
without a version number. Like I've said before there's just too many 
references to 11.6 all over the site which just adds so much extra work when 
you're updating the place. You guys must look at it and think "uuurrrggghhh" 
every time there's a release version update lol.

> Fyi., text-only is still preferred for the mailing list, I think.
Yup I know, that's why I sent url's to the images in my message instead of 
embedding them. Surely urls are fine though? as I see you're using them and its 
the only way to get people to places they need to see lol.

Mike:> ATM there is a dodgy script (bin/website.sh) but I am not sure what
> the permission required is.  I know it works for me.
> bin/website.sh does not handle a multiple commit backlog very well,
> but I think I have worked around it, so the website should be updated.
Thanks Mike, definitely worked as I can see my modified download page on the 
live site. :)

> You might be surprised how low the bar is there.  Currently anyone with
> time is better qualified than I.
Thanks, well since I can't help with the game dev I at least want to help with 
other stuff. :) Unfortunately I can't fix some of the sourceforge visitor info 
without you or one of the other admins help though sorry.

Regards
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Re: [Freecol-developers] Project looks abandoned due to presentation issues

2019-12-07 Thread D Blakeley via Freecol-developers
 Hi all,
*FreeCol Website*
As promised I spent a day figuring out the joys of Github (with some help from 
Winter) to try & help out and have made changes to a number of pages on the 
website. I removed version numbers from current status and main index home page 
to reduce places that 'age' the site and make the project look abandoned and 
also reduce website update work when new versions are released.
But more importantly I've done a major update to downloads section that 
features the nightly releases plus critical links and removed some duplication 
issues. You can see it all here:
https://github.com/FreeCol/freecol/pull/49

Before 
image:https://user-images.githubusercontent.com/26017445/70330473-8e97f480-188d-11ea-9c9b-931f07fd1c99.png

After 
image:https://user-images.githubusercontent.com/26017445/70330526-abccc300-188d-11ea-9811-3af5ebc38815.png

No doubt you guys will want to further alter and improve my suggestions and 
Winter mentioned something about pushing out his own changes this weekend (he's 
putting a nightly release link on the index home page which I hadn't got around 
to doing yet) but hopefully I've helped get the ball rolling. I believe Winter 
is also hoping to get more feedback on making changes to the website from you 
guys before he does anything more.
I didn't mess with the website news area as that's a bit beyond me as I noticed 
its built out of lots of broken up html files I'm too scared to mess with lol. 
I think Winter asked in a earlier message for some text to make a news post out 
of so here's something below that I made up using some of the good stuff in the 
github info area. I've already sent him a copy but realised I prob should have 
to sent it to the whole team sorry, as no doubt you guys will want to modify 
this into something better!
I saw in some of the old non-release posts news items were just called "Project 
Status Update" so I just went with that.
-
Project Status Update 06/12/2019

Apologies for the lack of recent news. Do not worry, the FreeCol project is 
still alive and well!

If you would like to contribute to the up and coming FreeCol 0.12.0 release you 
can:
   
   - Download the latest nightly release and play the game.
   - Report any bugs you find to our Bug Tracker.
   - Suggest features or improvements in our Improvement Requests Tracker.
   - Discuss FreeCol on our Forums.
   - Contribute to our code base by Forking and submitting a Pull Request. See 
Creating a pull request from a fork.

 See our developer document for more details on contributing to the FreeCol 
project.
-


*FreeCol SourceForge Page*
I have also created that welcome / information & links thread I've been talking 
about on the sourceforge forum here:
https://sourceforge.net/p/freecol/discussion/719661/thread/2d0063a3bc/
I used the project intro/description from the website and the contribute info 
from the github again. Presumably you guys will want to modify it to your 
liking, and possibly copy & paste it into your own post so its from an admin 
account.
I STRONGLY recommend setting it to announcement to ensure any lurkers in any 
forum there see this critical info when they sign in. I also recommend the same 
text & links is put over on the FreeCol sourceforge main page as the 
description text there is not as good as the website one I used above. The 
critical links should really be there too just to be safe (although there may 
be a restriction on urls in that box, can't remember lol).
Oh and if no one's played with admin forum sticky/announce controls there 
before then I attached a guide image in the thread 
here:https://sourceforge.net/p/freecol/discussion/719661/thread/2d0063a3bc/2036/attachment/Admin.png


*FreeCol IndieDB Page*I'm going to leave this for now and see what you guys 
wanna do with the above stuff and other updates etc. Once all that's sorted out 
I'm happy to port over as much as I can (without admin control) to that old 
abandoned IndieDB page.


Hope all this helps. :)

Regards
Blake


On Friday, 6 December 2019, 09:19:06 pm ACDT, D Blakeley 
 wrote:  
 
  > Hey all,
> Yes, just been super busy with work stuff... I have a merge that broke the 
>nightly builds because I have separated the website from the game code into 
>different repos. The update to the website has some merge > conflicts that I 
>just have not had time to go through and fix to get the nightly merges back on 
>track.
> I would like to add all of the FreeCol contributors to the project space on 
>Github and tried to do that so we could move our codebase over there. We can 
>also get the nightly builds back on track and put in a build to do > 
>auto-merges if we're still wanting to publish to SourceForge.
> Let me know what you think,
> David
I think that sounds bloody wonderful David, but I'm not a member of the team 
haha!

I do want to try and help you guys more though instead of just barking 
suggestions lol. I'm not a programmer nor do I have a 

Re: [Freecol-developers] Project looks abandoned due to presentation issues

2019-12-06 Thread D Blakeley via Freecol-developers
 > Hey all,
> Yes, just been super busy with work stuff... I have a merge that broke the 
>nightly builds because I have separated the website from the game code into 
>different repos. The update to the website has some merge > conflicts that I 
>just have not had time to go through and fix to get the nightly merges back on 
>track.
> I would like to add all of the FreeCol contributors to the project space on 
>Github and tried to do that so we could move our codebase over there. We can 
>also get the nightly builds back on track and put in a build to do > 
>auto-merges if we're still wanting to publish to SourceForge.
> Let me know what you think,
> David
I think that sounds bloody wonderful David, but I'm not a member of the team 
haha!

I do want to try and help you guys more though instead of just barking 
suggestions lol. I'm not a programmer nor do I have a great understanding of 
github however I'm not to bad at html and now that I know your website is on 
github I can try and fork some of your website pages, make some of the changes 
I'm suggesting and then presumably I then hit a button to submit and then you 
guys choose whether to implement it or not? That would save Winter some work 
and time on the website.
I could also make the 'announcement level' info/links thread for the 
sourceforge forums and then one of you can decide if you want to 
keep/change/remove stuff and then make it announcement thread for all to see. 
Once again that saves you guys work.
Regards
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Re: [Freecol-developers] Project looks abandoned due to presentation issues

2019-12-04 Thread D Blakeley via Freecol-developers
 > If Mike+David are ok with it being added THAT MUCH too late, I could add it 
 > to the website
> code in git soon? I'd also add the link to the front page.
I didn't realise the website was on your github accessible to the current team, 
that's good.
> I looked at the github repo and it seems he did a merge to the slim branch 
> there
> on 2019-11-08, which should be the manual trigger for another nightly release,
> according to the news item he wrote.
> It just seems there were no files/release produced, which I would guess means
> David would be needed to debug the travis stuff.

I had wondered why it had been so long since the last nightly release (when I 
can see you guys have been still actively working on the project over the 
year), hope you guys can get it working again.

> Still the january nightly is much more up to date than 0.11.6 and gets about 
>as many
> weekly downloads. With a website update more people might find it.
> Greetings,
> wintertime
Yup that's a big part of the main point I was pushing in my 'novel' lol. 
There's needs to be a link to the nightly releases in all high traffic areas 
such as website homepage, website news, website about/current status, website 
downloads, sourceforge homepage, and sourceforge forums (via pinned 
announcement thread).

More prominent links to discussion forum and where to report bugs in all high 
traffic areas is also HIGHLY recommended too.
No ones mentioned the Indiedb so I'm guessing the left over team don't know who 
was running it? the files in the downloads section don't have versions numbers 
but they are dated 2010 so you can bet they are super old! Anyone can add files 
to it thankfully so I could copy 0.11.6 there and then the latest nightly 
release too. But it would be better if the current team can regain full control 
of it.
https://www.indiedb.com/games/freecol/downloads

Regards

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[Freecol-developers] Project looks abandoned due to presentation issues

2019-12-02 Thread D Blakeley via Freecol-developers

Hi guys,

 

Apologies if this this is a bit long winded but it’s a 1/3plea for change, 1/3 
offer of help, and 1/3 resume/portfolio to justify saidhelp offer lol. The word 
count merely shows how much I care about your projecthaha!

 

Lone Wolf suggested I post here instead of in the forums. Imade a thread a 
while back here...

https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/
... that discussed the presentation issues of your projectleading to 
misinformation and confusion. I like so many others thought yourproject was 
dead due to the freecol.org website not being touched in nearly 5years. The 
sourceforge page did little to change that view as it offers thesame old 
version for download and there is no mention of the nightly releasesanywhere. 
After checking for years I eventually got lucky and saw a threadwhere someone 
was asking if the project was dead and one of you replied with alink to the 
nightly releases. I keep seeing others having the same problems andin other 
communities I’ve seen people say FreeCol has been abandoned for years.Your 
indiedb page hasn’t been touched in 9 years while your main website and 
sourceforgefront page lack the crucial information on where to get latest dev 
builds and helpthe project. This means countless people (eg sourceforge says 
500 just this week alone)are downloading an ancient version of your project, 
not knowing how to help,and thinking your project is abandoned & dead!
 

Last year (when I finally did find the latest releases) Iplayed a huge game of 
Freecol, had so much fun and fell in love with your project.I also posted 
number of bugs and feature requests that Mike and others kindlylooked at. I 
made a nice HD video and took a whole number of sexy HDscreenshots showing off 
your game that I’ll be posting on the net soon as partof a huge Civ & Col 
tribute website and youtube series I’m working on.

 

I’d love to help you guys however I’m not a programmer andmy art abilities are 
limited to simple pixel art stuff (eg I’m the creator ofStar Trek Doom, Quest 
for Glory IV 3D Hexen, Star Wars Civ2, Heroes of Might& Magic 2 Civ2, C Civ2, 
Red Alert Civ2, & more retro mods) so it wouldseem I’m not much help to you 
other than testing and maybe the occasional picturealteration. However there is 
another area I can properly help you with. Thereason I’ve barely finished any 
of my own mods is because I devote HUGE amountsof time to promoting other 
people’s fan game & mod projects relating to myfavourite games. I do this on my 
retro gaming website and youtube channelshere:

http://blakessanctum.x10.mx/

https://www.youtube.com/channel/UCeUnV5Eh4pPQUjeodp7ZZiA

 
In some cases with projects I’m super passionate about I goa step further and 
directly help out with development feedback and doing theirpromotional work and 
community admin work (freeing the Devs up to concentrate on the developing 
instead of wasting time on marketing and customer service). For example I run 
the indiedb page,twitter, forum and facebook pages for the Starflight Remake 
project where Icreated detailed dev diaries of the devs work that are posted on 
the indiedbhomepage brining a lot of attention to the project:
https://www.indiedb.com/games/starflight-the-remaking-of-a-legend

I created all the promotional media (pics & vids),install guide and run the 
moddb page, sourceforge page and sourceforge forum forthe Babylon 5 Civ4 mod 
project (which sadly the dev has gone inactive on):

https://sourceforge.net/projects/babylon5mod-for-civ4/

I’ve also helped out and created all the promotional media(pics & vids) for the 
Starflight Lost Colony and Starflight Heroes of Arthproject moddb/indiedb pages 
too.

 

I am a moderator of several forums and facebook groups. Ialso created and run a 
number of facebook groups for gaming communities who’sforums are mostly long 
gone and needed a new home such as Starflight, Master ofMagic, and Freelancer 
which now have member bases expanding into the hundreds(& hopefully one day 
thousands haha). Realising that Colonization is in thesame boat I recently 
created a new Colonization facebook group too that I planto use as a platform 
to heavily promote FreeCol and other Colonization relatedgames and fan projects:

https://www.facebook.com/groups/ColonizationGame/

 

If you’re willing to let me I would love to help yourproject similar to how I 
helped others and fix up your public image a bit. Ifyou make me an admin for 
the sourceforge page I can do some of this stuffmyself. Either way here are my 
suggestions below:

 

*1 Sourceforge fixes*

- Edit the front page to have similar critical links  to what’s on your 
github page here:

https://github.com/FreeCol/freecol#contributing

As the first thing people should see are links tohomepage/last stable 
release/github test releases/forum/bug reporting/featurerequests/source files

- Update the pictures and add a youtube video as the currentstuff is ancient. I 
can supply both