[Freecol-developers] Pull-Requests needing review

2022-10-28 Thread David Lewis
I've submitted a pair of pull requests that I'd love to get a
review/feedback on.


   1. The ability for FreeColonists to gain experience from indoor
   production: https://github.com/FreeCol/freecol/pull/129
   2. 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] Bartolome De las Casas Bonus isn't persistent

2022-09-25 Thread David Lewis
My mistake.  I should know, I try to include a README with every mod.

David

On Sun, Sep 25, 2022, 03:39 Lone_Wolf via Freecol-developers <
freecol-developers@lists.sourceforge.net> wrote:

> On 25-09-2022 05:42, David Lewis wrote:
> > I think I wrote that mod a few years back?
> >
>
> https://sourceforge.net/p/freecol/git/ci/master/tree/data/mods/convertUpgrade/
>
> nope, looks like mike wrote it.
>
> LW
>
>
>
>
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Re: [Freecol-developers] Bartolome De las Casas Bonus isn't persistent

2022-09-24 Thread David Lewis
I think I wrote that mod a few years back?

But yes, went back over old discussions, wanted to bring it up to put in a
fix to the FreeCol ruleset.

David

On Sat, Sep 24, 2022, 15:47 Michael T. Pope  wrote:

> On Sat, 24 Sep 2022 13:10:58 -0700
> David Lewis  wrote:
> >[Casas]
>
> We discussed Casas years ago, and agreed the Col1 behaviour was broken.
> You might want to look at the convertUpgrade mod which emerged from that
> discussion.
>
> Cheers,
> Mike Pope
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Re: [Freecol-developers] Bartolome De las Casas Bonus isn't persistent

2022-09-24 Thread David Lewis
I don't recall that being the case in Col1, but it would be a little weird
to lose ability through the conversation or education. I'm not convinced
the Col1 behavior makes sense, but that's why this change would go into the
FreeCol ruleset.

David



On Sat, Sep 24, 2022, 02:36 Jonas Stumph Stevnsvig 
wrote:

> If I recall correctly, converts have a small bonus to farming, fishing,
> etc. That may be advantageous to keep in some situations. Maybe the clear
> speciality or education is a more controllable way of "upgrading" them?
> Den 24. sep. 2022, fra 09.53, Stian Grenborgen <
> stian...@student.matnat.uio.no> skrev:
>>
>>  From: David Lewis 
>>>  Sent: 24 September 2022 00:27
>>>
>>>  I feel like this particular bonus – which matches Col1 – is actually part 
>>> of a Col1 bug.
>>>  That is that after you recruit Bartolome and your converts are converted 
>>> to Free Colonist,
>>>  the benefit ends there. No future Convert will become a Free Colonist.
>>>
>>>  I think that we should fix that in the FreeCol ruleset so that all native 
>>> converts are
>>>  automatically converted to free colonists as soon as they begin work.
>>>  OR...
>>>  We should enable the education of Native Converts after Bartolome has 
>>> joined the
>>>  congress, unless this also should be a default setting, and thus Bartolome 
>>> might
>>>  decrease the education time.
>>>
>>
>> We can't change the classic ruleset, but I agree that we should fix this in 
>> the FreeCol ruleset. One of these fixes seem good:
>>
>> 1. Auto-convert to Free Colonist
>> 2. Allow clearing a convert to become a Free Colonist after Casas appears in 
>> the congress (we should remove the initial auto-conversion in this case).
>> 3. Allow converts to be trained to outdoor specialists faster than Free 
>> Colonists would (we should remove the initial auto-conversion here as well).
>>
>>
>> Best wishes,
>> Stian
>>
>> --
>>
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>> Freecol-developers@lists.sourceforge.net
>> https://lists.sourceforge.net/lists/listinfo/freecol-developers
>>
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[Freecol-developers] Bartolome De las Casas Bonus isn't persistent

2022-09-23 Thread David Lewis
I feel like this particular bonus – which matches Col1 – is actually part
of a Col1 bug.
That is that after you recruit Bartolome and your converts are converted to
Free Colonist, the benefit ends there. No future Convert will become a Free
Colonist.

I think that we should fix that in the FreeCol ruleset so that all native
converts are automatically converted to free colonists as soon as they
begin work.
OR...
We should enable the education of Native Converts after Bartolome has
joined the congress, unless this also should be a default setting, and thus
Bartolome might decrease the education time.

Thoughts?
David
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[Freecol-developers] Discord Group for FreeCol Devs

2022-09-23 Thread David Lewis
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.

David
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Re: [Freecol-developers] Fw: FreeCol Wins an Award from SourceForge

2022-03-01 Thread David Lewis
What a nice surprise

Congratulations!

David

On Tue, Mar 1, 2022, 19:10 Michael T. Pope  wrote:

> Apparently FreeCol has qualified for some sourceforge awards.  Here is the
> text of the message I received.  Odd that there is a duplicate...
>
> Cheers,
> Mike Pope
>
> Begin forwarded message:
> *
> FreeCol Wins an Award from SourceForge
> *
>
>
> Hi Mike Pope,
>
> Congratulations! FreeCol has just been recognized with the following
> awards by SourceForge:
>
>
> Community Leader
>
> Community Choice
>
> Open Source Excellence
>
> Open Source Excellence
>
> SourceForge Favorite
>
>
> These honors are awarded only to select projects that have reached
> significant milestones in terms of downloads and user engagement from the
> SourceForge community.
>
> This is a big achievement, as your project has qualified for these awards
> out of over 500,000 open source projects on SourceForge.
>
> SourceForge sees nearly 30 million users per month looking for, and
> developing, open source software.
>
> These award badges will now appear on your project page, and the award
> assets can be found in your project admin section.
>
> To recognize FreeCol’s achievement, we’ve awarded you with the
> aforementioned awards, which you can see at
> https://sourceforge.net/p/freecol/admin/files/badges/.
>
> Now that FreeCol is an official winner of the these awards, you have
> express permission to use the award badges wherever you’d like.
>
> Feel free to proudly display the awards on your personal or organizational
> website, social media, or anywhere else you’d like.
>
> You can get the award badge assets here:
> https://sourceforge.net/p/freecol/admin/files/badges/
>
> Congrats again on winning and keep doing amazing work because SourceForge
> and our users appreciate it!
>
> Thanks,
>
> The SourceForge Team
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Re: [Freecol-developers] Nightly Builds broken

2021-08-27 Thread David Lewis
Adding my voice to the +0.12 release nowish. We can always release patch
updates.

On Fri, Aug 27, 2021, 07:28 D Blakeley via Freecol-developers <
freecol-developers@lists.sourceforge.net> wrote:

> 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 <
> 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] Nightly Builds broken

2021-05-30 Thread David Lewis
I can try and help within the next couple of weeks, I'm out of town next
week, but can help when I get back.

David

On Sun, May 30, 2021, 00:00  wrote:

> Hi all,
>
> I just found out while trying to trigger a new nightly release
> that there are major changes between Github and travis-ci.org
> and when clicking the build button on https://github.com/FreeCol/freecol
> there is a warning they shut down travis-ci.org and want people to
> sign up for travis-ci.com .
> Additionally, I found this blog post:
> https://blog.travis-ci.com/2021-02-22-switch
>
> It seems it already stopped working between 2021-04-04 and 2021-04-18,
> as Mike had triggered a nightly release on that day and it did not build.
>
> Atm, I'm not sure how we should fix this?
>
> As I'm a bit out of the loop, I'm not sure which issues are still blocking
> a real release on SF? I think, with the nightly builds down and 0.11.6
> being not recommended for use since a while, this will get more and more
> useful though.
>
> Greetings,
>
> wintertime
>
>
>
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Re: [Freecol-developers] New pull requests

2020-03-15 Thread David Lewis
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] Updates and Issues I need help with please

2020-02-03 Thread David Lewis
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 <
freecol-developers@lists.sourceforge.net> 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/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 

Re: [Freecol-developers] Website fixes

2020-01-03 Thread David Lewis
I think if we are using what winter has started using (Jekyll), the only
thing that you'll need to know is markdown. There will be the HTML and CSS
templates in there as well, but most of the time you will not need to edit
those. Regardless when or if you do need to edit them, they are in the code
base and I don't imagine that we would have anything outside the code base.
This means that you edit the website in the code, commit to Git, and then
simply upload it if we are going to continue using source forge.

If we switch to using GitHub for the website, the only thing that you would
need to do is edit the documents and commit them to Git. They would be
immediately visible on the website. we could even put some controls around
it like pull requests to make them go live.

David

On Fri, Jan 3, 2020, 1:04 AM D Blakeley via Freecol-developers <
freecol-developers@lists.sourceforge.net> wrote:

> 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 <
> eagles051...@gmail.com> 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 fixes
> Has 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" <
> freecol-developers@lists.sourceforge.net>
> *Betreff:* Re: [Freecol-developers] Website fixes
> Hi 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:* &quo

Re: [Freecol-developers] Website fixes

2020-01-02 Thread David Lewis
Lol, 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.  There is also some interesting stuff about
> github connections which I have yet to read.  More soon.
>
>
> And in the special D Blakeley section:-):  Blake, yahoo is not
> accepting mail from my ISP, who are sending me messages like:
>
> This is an automatically generated Delivery Status Notification.
>
> THIS IS A WARNING MESSAGE ONLY.
>
> YOU DO NOT NEED TO RESEND YOUR MESSAGE.
>
> Delivery to the following recipients has been delayed.
>
>   
>
> The reason for the problem:
> 4.3.2 - Not accepting messages at this time 421-'4.7.0 [TSS04]
> Messages from 150.101.137.19 temporarily deferred due to user complaints -
> 4.16.55.1; see https://help.yahoo.com/kb/postmaster/SLN3434.html'
>
> Given that I am with internode who have won a bunch of customer service
> awards, and you are with yahoo, who... hasn't, I am guessing the problem
> is at your end.  Now we just need someone to quote this email so Blake
> sees it.
>
> Cheers,
> Mike Pope
>
> [1] "New" as in "added since I last looked around about a year ago"
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Re: [Freecol-developers] Website fixes

2020-01-02 Thread David Lewis
Hey Winter, you might have sent it earlier, but can you send a link to the
new repo for the website, or merge your changes into the website repo on
Github?
or we could fork it... however you think best.

https://github.com/FreeCol/www.freecol.org

We can activate Github Pages for that repo and set it to the master
branch... I set you as owner, so you should be able to configure that. once
that's done and it looks good, we could transfer the DNS over to Github for
"freecol.org"

-- David

On Thu, Jan 2, 2020 at 10:24 AM  wrote:

> Hi,
>
> I guess, Mikes response got into your spam folder or even deleted by your
> mail provider.
> I would go into the mailing list settings and let it always send you a
> copy, even when someone sent you one directly.
>
> SF forums, bugtracker, wiki, news items are all Markdown. GitHub also uses
> it everywhere. Thats why I thought it's nice to allow it on the website,
> too.
>
> I changed enough for today, so I just uploaded the new Jekyll-generated
> HTML5 version of the website to the server.
> Please, take a look on it!
>
> I'd like to improve the main menu at left next, as it's missing some pages
> and some are difficult to find.
> Then there is some simplifications on the layouts and css to do.
> I'd also like to know what you think about the current website code and
> where you think more changes are necessary.
>
> Greetings
>
> wintertime
>
>
> *Gesendet:* Donnerstag, 02. Januar 2020 um 12:41 Uhr
> *Von:* "D Blakeley via Freecol-developers" <
> freecol-developers@lists.sourceforge.net>
> *An:* "Michael T. Pope" , "David Lewis" <
> highwayofl...@gmail.com>
> *Cc:* "FreeCol Developers" 
> *Betreff:* Re: [Freecol-developers] Website fixes
>
> 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
>
>
>
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Re: [Freecol-developers] Website fixes

2020-01-02 Thread David Lewis
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

2020-01-01 Thread David Lewis
We do have the option of using GitHub pages, which works well for Jekyll,
and free for OSS. They website would be driven directly from Git and
wouldn't need to worry about FTP access.

David

On Wed, Jan 1, 2020, 8:27 PM Michael T. Pope  wrote:

> On Sun, 29 Dec 2019 06:15:09 +0100
> Jonathan Aquilina  wrote:
> > This is really up to those in charge to take the decision but the hosting
> > offer still stands. SF can be a huge pain in the rump though.
>
> I too appreciate the offer, but I am reluctant to split the project over
> yet more sites.  SF has its disadvantages, but we have no replacement for
> the SF forums.  Meanwhile I am hopeful the new static generator will reduce
> the maintenance pain in the long term.
>
> Apologies for the slow reply, sorting out the bug list and mail backlog is
> taking me a while.
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] Project looks abandoned due to presentation issues

2019-12-08 Thread David Lewis
Hi all,

I haven't had a chance to read through all of the replies yet, but just
wanted to send a quick update.
I got the merges back on track, so master and slim branches are now updated
from Sourceforge, and the Travis-CI builds are now working again:
https://travis-ci.org/FreeCol/freecol/builds

This means that we should have our nightly builds available:
https://github.com/FreeCol/freecol/releases

The only repo I haven't updated yet is the website repo.

I know we had discussed it in the past, but the migration to Github was
postponed until everyone was on board and we released the 0.12 update. But
I haven't tracked the status of that.

Also, @Michael T. Pope , I've added you to the Github
org project team. Please let me know if you have access to it.

David

On Sat, Dec 7, 2019 at 10:23 PM D Blakeley via Freecol-developers <
freecol-developers@lists.sourceforge.net> wrote:

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

2019-12-05 Thread David Lewis
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

On Wed, Dec 4, 2019 at 8:59 PM D Blakeley via Freecol-developers <
freecol-developers@lists.sourceforge.net> wrote:

> > 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
>
> Blake
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Re: [Freecol-developers] 0.12.0, bug tracker update/release status/alpha = go for it

2018-01-04 Thread David Lewis
This is excellent news!!

The nightly (weekly) releases seem to have helped make it more readily
available, they've seen about 500 downloads on those binary releases since
I activated it in Sept/Oct.

David

On Thu, Jan 4, 2018 at 8:08 PM Michael T. Pope  wrote:

> On Thu, 14 Dec 2017 18:58:47 +1030
> "Michael T. Pope"  wrote:
> > Very serious, alpha-release blocking:
> > BR#3121 Cant attack shipt
> > Desynchronization.  Must fix, working on catching it now.
>
> Marcin came through with a test case, and I am hopeful this is now fixed.
> Hooray!
>
> I have been play testing quite a bit since Christmas, and while I have
> found bugs and fixed them, the only thing that is really annoying is that
> the GUI is weirdly slow at times --- just simple things like popping up
> a yes/no dialog take seconds when they should be near instantaneous.
> This seems to be worse with large games, but even small ones show the
> effect.  This may well be BR#3102.  I did the obvious test of increasing
> the memory available to the JVM by a factor of 8, but this did not help
> (AFAICT my large game was running the garbage collector about once per
> second, increasing the memory relaxed that to once every 3s).
>
> Anyway, as I have a bit more time off ATM, I can give FreeCol a good
> amount of attention, so I think we are ready to do an alpha-release.
>
> Cheers,
> Mike Pope
>
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[Freecol-developers] Any blockers?

2017-11-18 Thread David Lewis
 Do we have any remaining blockers? I'd like to get an official release out
the door.
We can then move to a rapid release cycle like we have for nightly
releases. It's been greatly improving participation.

David
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Re: [Freecol-developers] Pull Request #7 Review...

2017-11-12 Thread David Lewis
Sure, will do that tomorrow.

David

On Sun, Nov 12, 2017, 1:03 PM Michael T. Pope <mp...@computer.org> wrote:

> On Tue, 07 Nov 2017 16:55:05 +0000
> David Lewis <highwayofl...@gmail.com> wrote:
> > Please review Pull Request #7:
> > https://github.com/FreeCol/freecol/pull/7
>
> The title suggests this a fix for the entryLocation stuffup, which is
> now fixed (properly, it was only happening because I broke the
> serialization of Player).  However a really quick look shows there are a
> bunch of unrelated cleanups in there as well.  Can I leave it to you to
> merge in what you think is useful?  Despite a productive weekend, we
> still have new open bugs that I should look at first.
>
> Cheers,
> Mike Pope
>
>
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[Freecol-developers] Pull Request #7 Review...

2017-11-07 Thread David Lewis
Please review Pull Request #7:
https://github.com/FreeCol/freecol/pull/7

Thanks!
David
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Re: [Freecol-developers] 0.12.0, bug tracker update

2017-10-16 Thread David Lewis
Hi Mike,

I see you've been working on the issues of starting new games.
Is there any way that we/I can help?

David

On Thu, Sep 28, 2017 at 1:41 PM Michael T. Pope <mp...@computer.org> wrote:

> On Wed, 27 Sep 2017 19:05:16 +0930
> "Michael T. Pope" <mp...@computer.org> wrote:
> > On Tue, 26 Sep 2017 22:20:55 +
> > David Lewis <highwayofl...@gmail.com> wrote:
> > > I finally managed to reproduce the server connection issue.
>
> Added a better fallback for host resolution in git.b578952.  Please test.
>
> OTOH bad news on stability/release-worthiness.  I am having trouble
> starting new games.  There is more weirdness with UpdateMessage still.
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] 0.12.0, bug tracker update

2017-09-26 Thread David Lewis
That's fantastic news!! I've been trying to get players to download some of
the nightly releases so that we could get more eyes on the binary releases.
The good news is that it seems I've sorted out the remaining issues there
that were blocking the release as well, so we're pretty well ready.

I finally managed to reproduce the server connection issue. I was going to
update the ticket, but SourceForge is down currently.
This weekend while I was out of town, I booted up my computer with no Wifi
connection and encountered the issue. Interestingly, the I could fix it by
changing the server address from 0.0.0.0 to 127.0.0.1, but maybe that gives
a hint to reproduce. Either turn Wifi off, and try, or restart after
turning it off. If you still can't repro, then try "forgetting" your wifi
network, and maybe reboot.

David

On Mon, Sep 25, 2017 at 3:01 PM Michael T. Pope  wrote:

> On Fri, 22 Sep 2017 07:54:42 +0930
> "Michael T. Pope"  wrote:
> > Ordinary single unit animation should be more reliable now, but the full
> > complexity of the problem is not completely fixed yet (try a complex game
> > and hit the "execute orders" command to see the carnage), but the main
> > thing blocking it is.  Hoping to sort that out this weekend.
>
> Amazing, the previous fixes did most of the job, and the BR#3089 issue
> turned out to be simple.  I will be back to play testing soon, but it
> seems BR#3013 is still alive.  However, David, I am now unaware of
> anything that should block an alpha-release.
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] 0.12.0, bug tracker update

2017-09-16 Thread David Lewis
3090 is concerning to me and I hope someone else runs into it so that we
can get some visibility. It might have something to do with the WiFi
network I was on that week. I've not been able to reproduce it since.

3062 I've not seen since I reported it. Although I'm less worried about
that bug because it doesn't block the game.

David

On Sat, Sep 16, 2017, 7:32 PM Michael T. Pope  wrote:

> On Sat, 12 Aug 2017 10:20:47 +0930
> "Michael T. Pope"  wrote:
> > Updating the blocker status since last round:
>
> Updating again.  IMHO there are two hard blockers ATM/
>
> > BR#3083  Y  Rapid Go-To Wont Wait
>
> This is still broken in a test game I have.  Working on it.
>
> The other problem is that move animation is racing.  Quite often the unit
> is shown in its destination tile, and then moved there.  The combat
> animations are sometimes out of order as well but I am having a harder
> time triggering this.  I can see what is wrong, but the fix is proving
> elusive.
>
> We also have two bugs that would be blockers if they were more common and
> reproducible:
>
> - I am still worried about BR#3090 as that totally blocks the game
>   from working
>
> - If we get more signal for BR#3062 that should be top priority to fix
>
> Cheers,
> Mike Pope
>
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[Freecol-developers] FreeCol Nightly Releases Ready!!

2017-09-16 Thread David Lewis
Hi all!

Exciting news!!!
FreeCol Nightly Releases are ready!

*Download an installer here:*
*https://github.com/FreeCol/freecol/releases
*

Please let us know if it works or does not work. This is experimental and
I'm running on Mac, so have only tested the Mac installer thus far.
If you find bugs or annoyances, please report them to our bug tracker:
https://sourceforge.net/p/freecol/bugs/

*Nitty Gritty Technobabble stuff:*
Nightly releases are initiated automatically whenever a merge is performed
to the "slim" branch on Github. I'll change this later to a "prerelease"
branch once we confirm everything works.
The slim branch excludes srcdata and the website, so clones work much
faster on this branch. I'll probably change the initiation of a nightly
release cron to run once a day only if there are new commits, so that
merges can be performed multiple times a day without triggering a release
every time.

Comments, questions, and feedback are welcome and encouraged!

-- David
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Re: [Freecol-developers] test fail

2017-09-09 Thread David Lewis
I see what you're saying, and valid points. I'm trying to figure out how to
work that in, because if it's a percentage based on total price of goods,
then a value above 10 is quite a significant change in native alarm. i.e.:
goods with a value of 1064 * .01 * 10 = 106, on a single load of cargo,
that's significant. More reasonable percentage values would need to be
between 2-5% for buy, sell, and gift. A value of 50% would result in 2
cargo loads worth only 1000£ each completely eliminating all alarm.

My feeling is that it should be based on a percentage of a 10th the cost of
the goods. I committed a change to be more consistent, and the description
to reflect that is based on a tenth the value of goods exchanged.

The existing value is only too low for gifts, but fine for sold goods.
Purchased goods seem too low, however now it's adjustable, so we just need
to agree on the defaults.

Feedback?

Thanks!
David

On Fri, Sep 8, 2017 at 5:37 PM Michael T. Pope <mp...@computer.org> wrote:

> On Fri, 08 Sep 2017 17:44:48 +0000
> David Lewis <highwayofl...@gmail.com> wrote:
> > Yes, I agree, so what I did was change it to a 100th...
> >
> > + final int alarmBonus = -Math.round(price * 0.001f * getGame().
> > getSpecification()
> > + .getInteger(GameOptions.ALARM_BONUS_SELL));
> > Meaning that if the price of goods is 1064 * .001 * 40 (%) = (round) 43
>
> Argh.  The numbers/result/intent make sense, but the code had me
> completely mislead.  Please, if we are using a *percentage* option
> can we have it work as a percentage option, not a
> percentage-with-hidden-further-division-by-10-option?  We are trying to
> get rid of hidden magic numbers and you just snuck a magic 10 back in!
> Also remember, this is what we are telling the users:
>
> model.option.alarmBonusSell.shortDescription=Percent bonus on native alarm
> when selling goods to a native settlement.
>
> which is a bit unfair when it is really:
>  ...=Percent bonus on native alarm when selling goods to a native
> settlement which is then divided by 10.
>
> As things stand in the code, anyone looking at csBuy/Sell/Gift will see
> 0.001f in two out of three places and be naturally lead to suspect that
> there is a bug.  Merging the hidden extra divisor into the expected 0.01f
> conversion factor obscures what is going on.  Really strict coding
> standards (which we do *not* have here:-) would insist on not even having
> a bare 0.01f, but for that too to be an explicit named constant (e.g.
> "final float PERCENT_TO_FLOAT_CONVERSION = 0.01f;").  We do not need to go
> that far, but the current code definitely needs improvement.
>
> > Old value was: 1064/50 = 21.
> > Probably means we should change the sell default value to 20%, rather
> than
> > 40%.
> > So: 1064 * .001 * 20 = 21, which would match the current alarm change for
> > selling goods.
>
> If you want to preserve the existing value, why not just dump the
> extra divisor but use a value of 2%?  However I thought we had agreed that
> the existing value is too low, hence my suggestion of 10%.  If that seems
> too high we can just double the existing situation with 4%.
>
> > Gifting I think should be double, so if it's default were 40%, and you
> gave
> > those 100 trade goods to the natives, it's alarm change value would be
> -43,
> > which I think seems reasonable?
>
> I think gifts should be worth sales * n ; n in { 1.5 .. 2 }.  If we get
> sales right gifts follow.
>
> > Only the buy value is: *.01 * (%), so a purchase of 100 would be:
> > 91 * .01 * 80 (%) = -73 alarm change. But maybe it should be 20% as well
> by
> > default.
> > 91 * .01 * 20 (%) = -18 alarm change.
> > Currently, a purchase is:
> > 91 / 50 = -2 alarm change.
>
> I am less worried by purchasing as the values are lower in general and are
> less likely to be abusable to easily pacify a neighbouring tribe.  IMHO
> purchasing *should* be less effective as all you are doing for the tribe
> is removing surplus goods, whereas sales/gifts you are providing them with
> something they want that they do not have.  There is a qualitative
> difference.  So I believe buy% == sell% is fine as a starting point.
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] test fail

2017-09-08 Thread David Lewis
Yes, I agree, so what I did was change it to a 100th...

+ final int alarmBonus = -Math.round(price * 0.001f * getGame().
getSpecification()
+ .getInteger(GameOptions.ALARM_BONUS_SELL));
Meaning that if the price of goods is 1064 * .001 * 40 (%) = (round) 43
Old value was: 1064/50 = 21.
Probably means we should change the sell default value to 20%, rather than
40%.
So: 1064 * .001 * 20 = 21, which would match the current alarm change for
selling goods.

Gifting I think should be double, so if it's default were 40%, and you gave
those 100 trade goods to the natives, it's alarm change value would be -43,
which I think seems reasonable?

Only the buy value is: *.01 * (%), so a purchase of 100 would be:
91 * .01 * 80 (%) = -73 alarm change. But maybe it should be 20% as well by
default.
91 * .01 * 20 (%) = -18 alarm change.
Currently, a purchase is:
91 / 50 = -2 alarm change.

-- David

On Thu, Sep 7, 2017 at 3:19 PM Michael T. Pope <mp...@computer.org> wrote:

> On Thu, 07 Sep 2017 14:50:32 +0000
> David Lewis <highwayofl...@gmail.com> wrote:
> > Can you review the open pull requests and if they look good let me know
> so
> > I can merge them?
>
> I am a bit backlogged ATM, but did have a quick look the other day. There
> were several issues with the gifts one, but the real showstopper there is
> that we need to work out reasonable values for the magic numbers.  I
> agree ATM the price/50 value is too low, but I suspect price * 40% goes
> the other way.
>
> It is not too hard to to sell a high value cargo for 1000 gold (I just
> tried with a starting game and 100 Trade Goods and got an initial offer of
> 1064 from the Arawak), so that is a change of around -400 alarm.  The
> *entire* meaningful range of alarm is from HAPPY(100) to HATEFUL(1000)
> (see Tension.Level), so all it would require is 2 big trades to go from
> near war (ANGRY(800)) down to happy again.  That seems too fast to me.
> My suggestion is values of 10%/10%/15%, but admit I (semi-)pulled these
> numbers out of the air (100 is the minimum alarm distance between named
> levels), and thus would really like some rationale, or even better,
> actual Col1 measurements to base this on.
>
> The deSoto one is fine and does the job.  Thanks for following this up.
> However looking at it reminded me just what a mess LCR.chooseType is:-P.
> Feel free to commit, but I am seriously tempted to rewrite the whole
> routine for clarity.
>
> Should have some time over the weekend to catch up.  Playtesting has
> thrown up a few weird things I need to follow through on, notably I am
> unhappy with the fix for BR#3083.
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] test fail

2017-09-07 Thread David Lewis
Pretty sure it was as a result of the earlier error. So it may be fixed
now. I'll take a look.

Can you review the open pull requests and if they look good let me know so
I can merge them?

Thanks!
David

On Thu, Sep 7, 2017, 4:43 AM Michael T. Pope <mp...@computer.org> wrote:

> On Thu, 31 Aug 2017 23:24:03 +0000
> David Lewis <highwayofl...@gmail.com> wrote:
> > Current ant task dist is failing because of:
> >
> > installer-translations:
> >
> >  [java] Could not find net.sf.freecol.tools.InstallerTranslations.
> Make
> > sure you have it in your classpath
>
> Should be fixed.
>
> > freecol-git/build.xml:352: com.izforge.izpack.compiler.CompilerException:
> > null:52: Resource not found: /Users/davlewis/
> > github.com/freecol-git/build/installer/lang.xml_cat
>
> Not seeing this.  lang.xml_cat is in build/installer.  Some sort of path
> problem?
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] Merge/Pull Review Request

2017-09-02 Thread David Lewis
Hi all, I have a Request For Comment on the native alarm adjustment.
We currently divide the total price of the goods being sold to choose the
alarm adjustment.
e.g.: If the total price of goods being sold at a settlement is 1600£, the
calculation is -1600 / 50 = -32 alarm modification.

Gift goods would be handled with the changeset linked below in such a way:
e.g.: 20 rum gifted @ 16£ = -320 / (50 / 2) = -13 alarm modification.

Most goods purchasable at a native settlement sell for a very small amount.
For example, usually 100 food would cost around 91 Gold.
This translates to: -91 / 50 = alarm adjustment of -2.
I feel like buying should have a much bigger impact on native alarm. Alarm
usually grows significantly faster. Currently selling has by far the
largest impact. With the changeset above, at least the gifting has a more
reasonable impact. -- Could we apply the same calculation for goods
purchased?
e.g.: 100 food = -91 / (50/2) = -4 alarm modifier. Although I feel like
this should have a greater impact even at that rate.

Thoughts?
-- David

On Sat, Sep 2, 2017 at 12:16 PM David Lewis <highwayofl...@gmail.com> wrote:

> Hi Mike/Devs,
>
> Can you take a look at the following 2 merge/pull requests and give
> feedback/comment?
>
> Fix for *Gifts delivered to native settlements doesn't improve relations
> "even more"*
> https://github.com/FreeCol/freecol/pull/1
> Ticket: https://sourceforge.net/p/freecol/bugs/3092/
> SF Merge Req: https://sourceforge.net/p/freecol/git/merge-requests/53/
>
> Improvement: *Create preference option to show region naming dialog*
> https://github.com/FreeCol/freecol/pull/2
> Ticket: https://sourceforge.net/p/freecol/improvement-requests/222
> SF Merge Req: https://sourceforge.net/p/freecol/git/merge-requests/46/
>
> Thanks!
> David
>
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[Freecol-developers] Merge/Pull Review Request

2017-09-02 Thread David Lewis
Hi Mike/Devs,

Can you take a look at the following 2 merge/pull requests and give
feedback/comment?

Fix for *Gifts delivered to native settlements doesn't improve relations
"even more"*
https://github.com/FreeCol/freecol/pull/1
Ticket: https://sourceforge.net/p/freecol/bugs/3092/
SF Merge Req: https://sourceforge.net/p/freecol/git/merge-requests/53/

Improvement: *Create preference option to show region naming dialog*
https://github.com/FreeCol/freecol/pull/2
Ticket: https://sourceforge.net/p/freecol/improvement-requests/222
SF Merge Req: https://sourceforge.net/p/freecol/git/merge-requests/46/

Thanks!
David
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Re: [Freecol-developers] test fail

2017-08-31 Thread David Lewis
Travis CI is a hosted continuous integration platform that is free for all
open source projects hosted on Github.
With just a file called .travis.yml containing some information about our
project, we can trigger automated builds with every change to our code base
in the master branch, other branches or even a pull request. These builds
are triggered automatically when each developer checks in their code to the
repository. It will run anything automatically that we declare. At the
moment I have Travis automatically compiling, building, and running the
unit test suite. This happens the moment I push updates to Github.

We can also configure within the Travis file the ability to create
distributions (packages) on a nightly/weekly basis, and have those uploaded
to a destination (not back to the repo, but to Github releases, for
example). Since it works automatically and without any manual intervention,
It wouldn't create a dependency for that reason.

Current ant task dist is failing because of:

installer-translations:

 [java] Could not find net.sf.freecol.tools.InstallerTranslations. Make
sure you have it in your classpath

and

freecol-git/build.xml:352: com.izforge.izpack.compiler.CompilerException:
null:52: Resource not found: /Users/davlewis/
github.com/freecol-git/build/installer/lang.xml_cat

Getting past those, there is also the following error produced by
individual packages (e.g.: mydist -> mac):

build.xml:504: java.lang.NoClassDefFoundError:
org/apache/xml/serialize/OutputFormat

David

On Thu, Aug 31, 2017 at 3:34 PM Michael T. Pope <mp...@computer.org> wrote:

> On Thu, 31 Aug 2017 17:30:15 +0000
> David Lewis <highwayofl...@gmail.com> wrote:
> > Yeah, the tests need a lot of love. I enabled the simpleMove test purely
> > for the sake of using the client helper tests. Although those should be
> > their own tests, I am still learning the system, so haven't created a
> > client test yet.
>
> I am unconvinced that is going to provide much benefit.  The client code
> is likely to be race-prone, and thus difficult to make stable tests for.
> The fact that we have only one (previously disabled) client test was
> likely for good reason.  OTOH there are many critical routines that would
> benefit from small scale unit tests that require neither client or server
> processes... lots of low hanging fruit that would really improve the test
> suite coverage.
>
> > At the moment I'm cleaning up and fixing the build.xml file (creating a
> new
> > one for the time being) that will be designed to create packages from
> > Travis and be deployed automatically so we don't have to do any of that
> > manually.
>
> I am wary of adding travis as a build dependency.  I am sure it is very
> nice, but adding another step in the learning curve needs some
> justification.  Automatic package addition is not particularly
> convincing.  Adding packages is *very* rare. I think I have done it once.
>
> > There are a number of dependency issues that need to be solved
> > before distributions can be made. I've figured out most of the errors,
> and
> > now just a matter of cleaning things up. There are a lot of legacy
> settings
> > in there.
>
> Not sure what you have hit here.  Can you give an example?
>
> > Travis is currently only failing on 2 tests, it can't find the sound
> mixer.
> > Likely because it's a container.
>
> Looks like it to me.  The SoundPlayer code is not very resilient.  Feel
> free to rework either it or the tests.  I would be inclined to just disable
> sound tests if AudioSystem.getMixerInfo returns no signs of a mixer being
> present.
>
> Cheers,
> Mike Pope
>
>
>
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Re: [Freecol-developers] test fail

2017-08-31 Thread David Lewis
Travis is currently only failing on 2 tests, it can't find the sound mixer.
Likely because it's a container.

-- David

[junit] Testcase: testSound(net.sf.freecol.common.sound.SoundTest): FAILED

[junit] Could not construct sound player: Mixer unavailable.

[junit] junit.framework.AssertionFailedError: Could not construct
sound player: Mixer unavailable.

[junit] at 
net.sf.freecol.common.sound.SoundTest.setUp(SoundTest.java:50)

[junit] at 
junit.extensions.TestDecorator.basicRun(TestDecorator.java:23)

[junit] at junit.extensions.TestSetup$1.protect(TestSetup.java:23)

[junit] at junit.extensions.TestSetup.run(TestSetup.java:27)

[junit]

[junit]

[junit] Testcase: testClassic(net.sf.freecol.common.sound.SoundTest):   
FAILED

[junit] Could not construct sound player: Mixer unavailable.

[junit] junit.framework.AssertionFailedError: Could not construct
sound player: Mixer unavailable.

[junit] at 
net.sf.freecol.common.sound.SoundTest.setUp(SoundTest.java:50)

[junit] at 
junit.extensions.TestDecorator.basicRun(TestDecorator.java:23)

[junit] at junit.extensions.TestSetup$1.protect(TestSetup.java:23)

[junit] at junit.extensions.TestSetup.run(TestSetup.java:27)





On Thu, Aug 31, 2017 at 10:29 AM David Lewis <highwayofl...@gmail.com>
wrote:

> Yeah, the tests need a lot of love. I enabled the simpleMove test purely
> for the sake of using the client helper tests. Although those should be
> their own tests, I am still learning the system, so haven't created a
> client test yet.
> At the moment I'm cleaning up and fixing the build.xml file (creating a
> new one for the time being) that will be designed to create packages from
> Travis and be deployed automatically so we don't have to do any of that
> manually. There are a number of dependency issues that need to be solved
> before distributions can be made. I've figured out most of the errors, and
> now just a matter of cleaning things up. There are a lot of legacy settings
> in there.
>
> David
>
> On Thu, Aug 31, 2017 at 3:31 AM Michael T. Pope <mp...@computer.org>
> wrote:
>
>> On Thu, 31 Aug 2017 00:24:31 +
>> David Lewis <highwayofl...@gmail.com> wrote:
>> > That's odd... it succeeds on my local machine and local build machines
>> > (docker containers), and succeeds on the Travis CI build servers (each
>> run
>> > `ant test`)...
>> >
>> > There are 2 tests that fail on the remote build nodes: mixer isn't
>> > available on build nodes. But I don't see any NPE's.
>> > I enabled the simpleMove test, which was disabled, and modified the
>> client
>> > connect helper significantly because it was broken.
>>
>> OK, AFAICT the client connect helper is *only* used for testSimpleMove,
>> which is suggestive.  I do not recall why simple move testing was
>> disabled, but I suspect there is some lurking breakage.  The test itself
>> is a bit lame --- if we were really just testing the simple-move routines
>> we could do a lot better job and without starting a client.  So if we can
>> not sort this out soonish I recommend just disabling it again.
>>
>> The fact that I am only seeing it on one machine (a new one) which
>> otherwise has the same software setup as my usual development box suggests
>> some sort of timing effect.
>>
>> > Can you try doing a clean checkout (or clone new repo) and try again?
>>
>> OK, when I get back to the machine that shows the failure.
>>
>> > Which version of of the JDK are you using?
>>
>> Java vendor: Oracle Corporation
>> Java version: 1.8.0_141
>> Java WM name: OpenJDK 64-Bit Server VM
>> Java WM vendor: Oracle Corporation
>> Java WM version: 25.141-b16
>>
>> Its always whatever the latest release on Fedora is, and thus is
>> usually quite up to date.
>>
>> Looking again at the crash, it seems very entwined with the Locale
>> setting, which is weird.  I have tightened up the Locale handling
>> (git.751b33d), perhaps that will help.
>>
>> Cheers,
>> Mike Pope
>>
>
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Re: [Freecol-developers] test fail

2017-08-31 Thread David Lewis
Yeah, the tests need a lot of love. I enabled the simpleMove test purely
for the sake of using the client helper tests. Although those should be
their own tests, I am still learning the system, so haven't created a
client test yet.
At the moment I'm cleaning up and fixing the build.xml file (creating a new
one for the time being) that will be designed to create packages from
Travis and be deployed automatically so we don't have to do any of that
manually. There are a number of dependency issues that need to be solved
before distributions can be made. I've figured out most of the errors, and
now just a matter of cleaning things up. There are a lot of legacy settings
in there.

David

On Thu, Aug 31, 2017 at 3:31 AM Michael T. Pope <mp...@computer.org> wrote:

> On Thu, 31 Aug 2017 00:24:31 +0000
> David Lewis <highwayofl...@gmail.com> wrote:
> > That's odd... it succeeds on my local machine and local build machines
> > (docker containers), and succeeds on the Travis CI build servers (each
> run
> > `ant test`)...
> >
> > There are 2 tests that fail on the remote build nodes: mixer isn't
> > available on build nodes. But I don't see any NPE's.
> > I enabled the simpleMove test, which was disabled, and modified the
> client
> > connect helper significantly because it was broken.
>
> OK, AFAICT the client connect helper is *only* used for testSimpleMove,
> which is suggestive.  I do not recall why simple move testing was
> disabled, but I suspect there is some lurking breakage.  The test itself
> is a bit lame --- if we were really just testing the simple-move routines
> we could do a lot better job and without starting a client.  So if we can
> not sort this out soonish I recommend just disabling it again.
>
> The fact that I am only seeing it on one machine (a new one) which
> otherwise has the same software setup as my usual development box suggests
> some sort of timing effect.
>
> > Can you try doing a clean checkout (or clone new repo) and try again?
>
> OK, when I get back to the machine that shows the failure.
>
> > Which version of of the JDK are you using?
>
> Java vendor: Oracle Corporation
> Java version: 1.8.0_141
> Java WM name: OpenJDK 64-Bit Server VM
> Java WM vendor: Oracle Corporation
> Java WM version: 25.141-b16
>
> Its always whatever the latest release on Fedora is, and thus is
> usually quite up to date.
>
> Looking again at the crash, it seems very entwined with the Locale
> setting, which is weird.  I have tightened up the Locale handling
> (git.751b33d), perhaps that will help.
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] test fail

2017-08-30 Thread David Lewis
That's odd... it succeeds on my local machine and local build machines
(docker containers), and succeeds on the Travis CI build servers (each run
`ant test`)...

https://travis-ci.org/FreeCol/freecol/branches

There are 2 tests that fail on the remote build nodes: mixer isn't
available on build nodes. But I don't see any NPE's.
I enabled the simpleMove test, which was disabled, and modified the client
connect helper significantly because it was broken.
However, if there's something wrong there, I'm certainly all eyes/ears.

Can you try doing a clean checkout (or clone new repo) and try again?
Which version of of the JDK are you using?

David

On Wed, Aug 30, 2017 at 3:49 AM Michael T. Pope  wrote:

> On Wed, 30 Aug 2017 19:10:08 +0930
> "Michael T. Pope"  wrote:
> > I just did some play testing...
>
> To clarify, I wrote this to David, but mucked up the send.
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] Release 0.12.0 Status

2017-08-26 Thread David Lewis
I swear I had the unit tests failing on that point on my local machine...
although clearly they were succeeding on the Travis server: (the 2 failures
are mixer issues)
https://travis-ci.org/FreeCol/freecol/builds/268439893

However, I am not able to reproduce now. I'm not clear why. I've been
trying to replicate this issue all night and checked out a dozen different
commits to find it.

-- David

On Sat, Aug 26, 2017 at 6:47 PM Michael T. Pope <mp...@computer.org> wrote:

> On Mon, 21 Aug 2017 22:41:25 +0000
> David Lewis <highwayofl...@gmail.com> wrote:
> > There is a release blocker (BR3090)...
>
> David (in particular) and others in general --- I am having trouble
> replicating BR#3090.  I just improved the logging so as to get more clues
> (git.5f533bb).  Can someone break it for me and attach the connection
> logging?  The dodgy commit is: 015a7355.
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] Release 0.12.0 Status

2017-08-25 Thread David Lewis
Hi Justin, I'll work on getting a nightly/weekly build up somewhere and
built from HEAD automatically, probably not on the home page of the
website. Stay tuned.

David

On Wed, Aug 23, 2017 at 10:22 AM Justin Kuehlthau <bithmu...@yahoo.com>
wrote:

> Hello,
>
> I would love to test the new version, but I don't know how to get the
> installer?  I'm not going to try to compile one myself.  I bet there are
> others like me.  Is it possible to place a link to a beta installer on the
> homepage or download page of FreeCol - Home <http://www.freecol.org>?
>
> Thank you!
> Justin
>
> FreeCol - Home
>
> FreeCol - a turn based strategy game
> <http://www.freecol.org>
>
>
>
>
> On Monday, August 21, 2017, 5:41:49 PM CDT, David Lewis <
> highwayofl...@gmail.com> wrote:
>
>
> There is a release blocker (BR3090), and a high priority issue (3089) on
> the list at the moment. The release is waiting until these are fixed and
> some play testing on these and 3083 are verified working.
>
> If any of you have some time available, please play test the latest master
> build as much as you can this week before the release.
>
> Thanks!
> -- David
>
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Re: [Freecol-developers] 0.12.0

2017-08-12 Thread David Lewis
You lost me on the Brown Paper Bag release... what is/was that? I'm
completely unfamiliar with the direct downloads vs intermediate releases,
educate me?

I think we could (in the future) have decent version handling. We're at
beta being anything 0.y.z, so technically there is no RC release needed
since it's expected to break until we hit 1.0.0. -- Unless this project
doesn't use version x (major) as 'stable' but to imply that it has reached
full Col1 feature matching (please no!) If so, it's back to scratching our
heads and drawing something up for RC releases so that we can get more
hands on a beta release to look at. Which is the goal here so that we can
catch more bugs like 3089. Otherwise we're going to have eternal... "almost
there, oh! Another blocker..." 1 month later, "almost there... oh! Another
blocker..." and so on for another 6 months. (The release manager in me
weeps.) This is that tension place where there's no right answer, but we
might have to just go for it. I don't mind doing some (relatively) rapid
releases until we're far more stable. But I like the state of the game now
over what it was in 0.11.6.
There are going to be other hidden gems in there that will make us cringe
and we'll have to fix. But that's okay! I'm super optimistic.

Hey, if that stubbornness comes you going, I'll do whatever I can to
encourage it. I'm honestly very impressed. :)
I for one am super grateful to you for your dedication, especially over the
last 2 years of major architecture changes/rewrites. What a big chore to
take on mostly by yourself! I would peek at the project every month or 2 to
watch the progress before I honestly got sick of playing version 0.11.6 and
figured I'd do something about it. :)

I'll take a look at 3089 and see if it's something I could fix.

If you don't give me a thumbs-up of confidence in the release by around the
19th or 20th, we'll push out at least another week. Sound good?

-- David

On Sat, Aug 12, 2017 at 8:43 PM Michael T. Pope <mp...@computer.org> wrote:

> On Fri, 11 Aug 2017 16:36:20 +
> David Lewis <highwayofl...@gmail.com> wrote:
> > I'd love to do a pre-0.12 release to do just that... but since this is
> > still beta, 0.12.0 **is** the pre-release to 1.0.0 anyway. That's why my
> > opinion/vote would be to just go for it -- creating the 0.12.0 release
> > soonish, knowing there are some issues.
>
> We did have 0.{8,9,10}.0-alpha{,2,3} releases.  I found them annoying at
> the time as it quickly became unclear which version bugs were being
> reported against.  However that was before we had explicit version and
> commit numbers in the saved games.  So there is some precedent for a
> 0.12.0-preN release.  Perhaps that is the best compromise this time round.
>
> The other reservation I have with risking the dreaded Brown Paper Bag[1]
> release is that it mucks around the users, or at least the ones that do
> direct downloads rather than those who rely on intermediate packagers.  We
> do owe them a measure of consideration.
>
> [1] I believe I did actually download and compile the infamous linux
> version that gave rise to the Brown Paper Bag phrase:-), but lucked out
> in that I did not reboot until it was replaced.  That would have been
> annoying.
>
> > I think the major thing we want to
> > try and avoid is big blockers (P0). So far most have been fixed,
>
> I lack your confidence there.  We only got the REF working again
> this week!  BR#3089 is not encouraging.
>
> > Such is the way of OSS that doesn't have enterprise backing, with a very
> > small team and you doing 99% of the work. I am amazed and pleased that
> you
> > were able to stick with it for so long! I don't know that I could have
> done
> > that.
>
> Stubbornness is a virtue in this context.  I will be here for 1.0.
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] 0.12.0, bug tracker update

2017-08-11 Thread David Lewis
I can't figure out how to move a ticket from one tracker to another... is
this possible, or is it done manually?

BTW, no problem play-testing 3083, thought it would be awesome if we had
several individuals look at it after the fix.

-- David

On Fri, Aug 11, 2017 at 5:51 PM Michael T. Pope  wrote:

> Updating the blocker status since last round:
>
> On Sat, 29 Jul 2017 13:04:47 +0930
> "Michael T. Pope"  wrote:
> >...
> > BR#3058  Y  Custom difficulty fun, working on this now
> > BR#3060  N  Wagon train requirement, waiting for reproducible case
> > BR#3061  ?  Requirements panel crash, unclear
> > BR#3062  Y  Map exploration failing, this is bad, hoping for
> reproducible case
> > BR#3064  N  Double monarch demand, can not reproduce
> > BR#3065  N  Preferences pane, waiting for reproducible case
> > BR#3066  Y  Number of immigrants failed, working on this next
> > BR#3068  N  More unit-type-change in mods, unclear
>
> BR#3058 and BR#3066 are fixed.  BR#3061 is minor and not reproducible so
> its non-blocking.
>
> BR#3062 remains at large and is a serious problem.  It is almost certainly
> a broken update from the server to the client, which means it is not easy
> to reproduce.  We will need a COMMS mode debug trace to make progress
> here.  I would really like to nail this one before release, but its going
> to be tough.
>
> > I also have a blocker due to some of my old (0.11.*) games crashing
> > on load.  Should have this done soon.
>
> This is done as mentioned earlier.
>
> Moving onto the newer open reports:
>
> BR#3077  N  Duplicate Session Exception for Monarch Session on Declaring
> Ind.
>
> I can not reproduce this.
>
> BR#3079  N  Declaration of Independence appears and then disappears
>
> Timing issue.
>
> BR#3081  N  Master Gunsmith Doesnt have connections
>
> WWC1D issue, should be moved to the Pending Features list.
>
> BR#3083  Y  Rapid Go-To Wont Wait
>
> Serious problem, makes late game play where you have lots of go-to orders
> borderline unplayable.  I have started working on this, but it requires
> some major surgery to the client controller, and so the fix will need
> play testing
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] 0.12.0

2017-08-11 Thread David Lewis
*> All true.  However we have had a few "Oh shit" releases, where we putout
version N only to have to put out N+1 almost immediately to fix aglaring
bug. *

In an ideal situation, and I'd say once FreeCol is considered out of beta
(stable), we'd have release candidates where this sort of thing would be
found before creating a stable release. It's kind of expected with beta
software in general. While we can try and do everything we can to avoid
having this happen, we don't have enough eyes on trunk, and we need more
eyes on it to catch these kinds of problems before they would hit a
release. Aside from creating a release, I'm not sure how else to get those
eyes on it.
I'd love to do a pre-0.12 release to do just that... but since this is
still beta, 0.12.0 **is** the pre-release to 1.0.0 anyway. That's why my
opinion/vote would be to just go for it -- creating the 0.12.0 release
soonish, knowing there are some issues. I think the major thing we want to
try and avoid is big blockers (P0). So far most have been fixed, and we're
down to what I'd consider annoyances, and other minor issues that don't
block gameplay as far as I've been able to find.

*> Agreed in general.  Pity this release required a major rewrite that took*
*way longer than it should have.*

Such is the way of OSS that doesn't have enterprise backing, with a very
small team and you doing 99% of the work. I am amazed and pleased that you
were able to stick with it for so long! I don't know that I could have done
that.

*> The question then is "how soon do you*
*want to do 0.12.1?":-).*

Shortest answer: As soon as necessary.
If it needs to be the following week, or 2 weeks later. I'm okay with that.
I would like to automate the release process so that *_if we wanted to_* we
could release on a 2-week cadence. Not saying that we would (or wouldn't ;)
), just that we should be capable of it.

Again, if there are objections, I have no problem pushing out the release
date further, plus if we find another P0 blocker, we would have to do that
anyway.

I'd love to hear other folks on this mailing list chime in as well... what
are your thoughts, are you playing the game? If not, could I ask that you
play a bit and let us know how it looks now? :)

-- David

On Fri, Aug 11, 2017 at 1:40 AM Michael T. Pope <mp...@computer.org> wrote:

> On Thu, 10 Aug 2017 17:57:26 +
> David Lewis <highwayofl...@gmail.com> wrote:
> > I agree that 3083 should be fixed before release, that is currently the
> > biggest annoyance in the game.
>
> Its now top of the list.  However, once fixed, its going to need
> play testing as there are a lot of cases.
>
> > Part of the reason I'd like to get this release out sooner rather than
> > later (RERO: Release Early, Release Often)...
>
> All true.  However we have had a few "Oh shit" releases, where we put
> out version N only to have to put out N+1 almost immediately to fix a
> glaring bug.  Perhaps I should pay less attention to this as it would now
> be the new release manager's problem:-).  You could equally argue that
> because it is a while since the last release a bit more testing will not
> matter that much.  I certainly would prefer the bug flux settles down from
> current levels.  It has been a busy week on the bug tracker.
>
> > My background in working for Starbucks Technology, Disney Interactive,
> and
> > Marvel Games is that early and frequent releases created a tighter
> feedback
> > loop between developers and testers or users, and generally garnished
> > higher usage. I believe it would allow the game development to progress
> > faster, and since it puts the newer code in the hands of the users,
> > enabling them to help define what the game will become, and ultimately
> > result in higher quality software.
>
> Agreed in general.  Pity this release required a major rewrite that took
> way longer than it should have.
>
> > ...just stating why I'm hoping we can do a release soon.
>
> Understood and generally agreed.  The question then is "how soon do you
> want to do 0.12.1?":-).
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] 0.12.0

2017-08-10 Thread David Lewis
For BR#3062, I don't know if we'll be able to solve that before release.
I've been trying to reproduce without success. Added a comment to the
ticket for more info.

I agree that 3083 should be fixed before release, that is currently the
biggest annoyance in the game.

If there are objections and/or blockers, certainly we could push the
release out further than Aug 22.
Part of the reason I'd like to get this release out sooner rather than
later (RERO: Release Early, Release Often) is because it's been so long
(nearly 2 years) since the previous release, and if the SF stats are to be
trusted, 700+ downloads a week is really significant, and my preference
would be to get players playing on the latest codebase so that:
1) We can get more eyes on the code, and thus hopefully more contributions,
bug reports, and participation.
2) We can drive up additional interest in the game with a new release and
more frequent subsequent releases.

My background in working for Starbucks Technology, Disney Interactive, and
Marvel Games is that early and frequent releases created a tighter feedback
loop between developers and testers or users, and generally garnished
higher usage. I believe it would allow the game development to progress
faster, and since it puts the newer code in the hands of the users,
enabling them to help define what the game will become, and ultimately
result in higher quality software. The RERO philosophy attempts to
eliminate the risk of creating software that no one will use. But again, if
there is objection to either that release date or even that philosophy for
the FreeCol project, we can push it out further, just stating why I'm
hoping we can do a release soon.

David

On Wed, Aug 9, 2017 at 11:59 PM Michael T. Pope <mp...@computer.org> wrote:

> On Thu, 10 Aug 2017 01:43:56 +0000
> David Lewis <highwayofl...@gmail.com> wrote:
> > There's a new bug report where the version attribute isn't set in the
> > savegame file and thus doesn't load the unit-change-types correctly,
> > causing an NPE on selecting a teacher. That's the only one I've found
> thus
> > far.
>
> Will check.  I am surprised though, surely we have had the version in
> there since 0.10.x.
>
> > I'd like to set a goal of releasing by Tuesday, August 22nd if there are
> no
> > major blocking issues and if there are no objections. I've read through
> the
> > release checklist and am prepared to do the release.
>
> That sounds a bit aggressive.  I looked at BR#3083 at lunch today.  I think
> we should sort that out, because it can be really annoying.  I am also
> still hoping you can find a test case for BR#3062.
>
> > What's the process for ensuring all translation strings are up to date?
> > There were a few new strings added that haven't been updated in the
> > language packs yet.
>
> There is always lag in translations.  They do great work, but once again,
> its all dependent on volunteers finding time.  Usually we try to have a
> couple of weeks with no string changes for stability purposes.
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] 0.12.0

2017-08-09 Thread David Lewis
There's a new bug report where the version attribute isn't set in the
savegame file and thus doesn't load the unit-change-types correctly,
causing an NPE on selecting a teacher. That's the only one I've found thus
far.

I'd like to set a goal of releasing by Tuesday, August 22nd if there are no
major blocking issues and if there are no objections. I've read through the
release checklist and am prepared to do the release.

What's the process for ensuring all translation strings are up to date?
There were a few new strings added that haven't been updated in the
language packs yet.

-- David


On Wed, Aug 9, 2017 at 3:19 AM Michael T. Pope  wrote:

> On Sat, 29 Jul 2017 13:04:47 +0930
> "Michael T. Pope"  wrote:
> > I also have a blocker due to some of my old (0.11.*) games crashing
> > on load.  Should have this done soon.
>
> This is now resolved.  I can not find any 0.11.x games of mine or attached
> to current bugs that has any loading problems.  Now would be a really good
> time to let us know if anyone has a counter example!
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] Welcome David Lewis

2017-08-09 Thread David Lewis
Thanks Mike, been following this project, and playing the game for over 10
years. Really happy to be a part of it.
Professionally, I'm a Senior Site Reliability Engineer in DevOps, and look
forward to contributing to this project however I can be most useful.

-- David

On Wed, Aug 9, 2017 at 3:15 AM Michael T. Pope <mp...@computer.org> wrote:

> David Lewis has been really helping out lately with timely bug reports,
> fixes, and has some nice new mods in the pipeline.  He has now kindly
> volunteered to handle release management.  Accordingly I have just added
> him to the developer list.  Welcome aboard David.
>
> Cheers,
> Mike Pope
>
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[Freecol-developers] Native Settlements: Skill Taught Before and After Mission

2017-08-07 Thread David Lewis
It appears that the way FreeCol currently works is that if you take a
colonist to a native settlement without a mission to get taught by the
natives, it uses up the "skill taught" for that settlement... UNLESS you
have a mission established. Then you can get multiple colonists taught at
the settlement.
My question comes in regards to establishing a mission AFTER you've had a
colonist taught at that particular settlement. The skill taught is not
restored. This makes it so that if you want to be able to use a native
settlement to teach multiple colonists a skill, you need to ensure that you
establish a mission there FIRST, else you'll be limited to teaching a
single colonist that skill.

Is that by design, or is there a bug here where the mission doesn't
re-instate the skill taught field?

-- David
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Re: [Freecol-developers] 0.12.0

2017-07-29 Thread David Lewis
I'm curious why the 0.11.7 wiki page rather than it being 0.12.0?

David

On Fri, Jul 28, 2017, 8:35 PM Michael T. Pope <mp...@computer.org> wrote:

> Plenty of bug reporting activity, especially from David Lewis.  Keep them
> coming, they are better fixed now than any other time.  I went through the
> list a bit more thoroughly. Still have not had much of a chance to play
> test myself, alas.
>
> Open bugs since 0.11.6-release
>
> Bug# Blocker?
> BR#2936  N  1-turn moves to/from Europe, waiting for reproducible case
> BR#2990  N  Translation issue, deferred for now
> BR#2998  N  Menu corruption, waiting for reproducible case
> BR#3010  N  European diplomacy, probably fixed awaiting confirmation
> BR#3012  N  Turn report exclusions, unclear
> BR#3013  N  Client options not working, might be fixed
> BR#3016  N  unit-type-change in mods, unclear
> BR#3018  N  Mac-specific, stalled
> BR#3019  N  Mac-specific, stalled
> BR#3025  N  Map-editor save failure, probably changed since reported
> BR#3027  N  Windows-specific, stalled.
> BR#3031  N  UI positioning issue, may be working now
> BR#3035  N  ESC mapping fail, would be nice to fix
> BR#3036  N  Command line fail, probably fixed awaiting confirmation
> BR#3038  N  Native trade fail, probably fixed awaiting confirmation
> BR#3039  N  Casas fail, probably fixed awaiting confirmation
> BR#3040  N  European price fail, probably fixed awaiting confirmation
> BR#3041  N  Tax fail, probably fixed awaiting confirmation
> BR#3042  N  Lumber warning fail, probably fixed awaiting confirmation
> BR#3043  N  Movement fail, probably fixed awaiting confirmation
> BR#3044  N  Fountain fail, probably fixed awaiting confirmation
> BR#3047  N  Settlement click problem, waiting for reproducible case
> BR#3048  N  Performance problem, probably the pixmaps issue, waiting for
> user
> BR#3049  N  Modal dialog request, unclear, waiting for user
> BR#3050  N  Negotiation fail, probably fixed awaiting confirmation
> BR#3051  N  Unit wandering, unclear
> BR#3053  N  Diplomacy fail, mostly fixed. deferring button disbling issue
> BR#3054  N  Path finding problem, agreed minor, revisit post-release
> BR#3058  Y  Custom difficulty fun, working on this now
> BR#3060  N  Wagon train requirement, waiting for reproducible case
> BR#3061  ?  Requirements panel crash, unclear
> BR#3062  Y  Map exploration failing, this is bad, hoping for reproducible
> case
> BR#3064  N  Double monarch demand, can not reproduce
> BR#3065  N  Preferences pane, waiting for reproducible case
> BR#3066  Y  Number of immigrants failed, working on this next
> BR#3068  N  More unit-type-change in mods, unclear
>
> I also have a blocker due to some of my old (0.11.*) games crashing
> on load.  Should have this done soon.
>
> Cheers,
> Mike Pope
>
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Re: [Freecol-developers] 0.12.0

2017-07-28 Thread David Lewis
Been playing and testing each of the commits, and there are some bugs and
quirks here and there that I've found, but so far nothing major and
blocking that I've seen thus far. I'm still trying some different
configurations to ensure there is nothing major, but would like to get
0.12.0 out pretty soon so that we can get more hands and eyes on it. SF
says we've had 700+ downloads just in the last week?? Seems like a lot, and
would rather users be looking at 0.12.0 and helping us by giving more
visibility of bugs and issues with the current trunk rather than from
0.11.6 as much of them are currently.

>From the forums, I'd be happy to volunteer to handle or at least help with
the releases, and if someone has a release checklist I could look over,
that would help a ton.

Thanks!
David

On Tue, Jul 18, 2017 at 2:54 AM Michael T. Pope  wrote:

> Finally, the DOM-removal is done, and I have no recent sightings of
> BR#2925.  These were the major release blocking problems, so we should
> now be testing/stabilizing in expectation of the 0.12.0 release.  I
> have several things that need play-testing, having just destabilized
> diplomacy with a fix related to BR#3053.
>
> Here then is a review of the current issues.
>
> Native settlements for America_large
> I looked back at the history and found the version of America_large
> which did have fixed settlements.  So I extracted their attributes and
> locations and wrote a program to merge them back into our current map.
> However... they are not very good.  They do not follow the expected
> regional distribution, and several famous named settlements are in the
> wrong place.  So I am disinclined to pursue this further.  I can still
> see some merit in having a map with settlements in rough historical
> position, but its not a release blocking issue.
>
> BR#2925: XML Exception
> Hopefully now fixed
>
> BR#2926: map editor river bugs
> Non-blocking UI issue
>
> BR#2936: To/from Europe in one turn
> Never been able to reproduce this, potential fix was added
>
> BR#2990: Log clutter
> The real bug is the translators not seeing the mod messages.  Non-blocking.
>
> BR#2998: Popup menu weirdness
> Never been able to reproduce
>
> BR#3007: Turn message missing
> One part was fixed, the other part is not reproducible
>
> BR#3013,3037: Preferences
> Something weird seems to be happening for some people, but I am struggling
> to reproduce
>
> BR#3025: Map editor saves
> Unclear
>
> BR#3028: Expeditionary force does not surrender
> Partial fix made, can not reproduce the rest
>
> BR#3031: "Remember panel positions" not working
> Crash fixed, otherwise non-blocking UI issue
>
> BR#3035: Broken key mapping for closing panels
> Non-blocking UI issue
>
> BR#3047,3048: Performance/Settlement destination
> Suspect the user has the "pixmap" performance bug, but has gone quiet
>
> BR#3049: Modal dialogs
> Unclear
>
> BR#3051: Units wandering off on their own
> Unclear
>
> BR#3053: Problem(s) with meeting Europeans
> Underway
>
> BR#3054: Unit heading in the wrong direction
> Unclear, comment requested
>
> Plus the usual crop of MacOS and Windows-specific bugs that I can not
> do anything about.
>
> So in summary, plenty of things that would be good to fix, nothing I
> think *must* be fixed, but limited confidence that trunk is stable enough
> to release yet.  Comments please.
>
> Cheers,
> Mike Pope
>
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