Re: [Freecol-developers] Java version bump

2022-02-20 Thread winter

Hi,
 
normally I'd think, its a good idea to require a newer version when the old ones
get deprecated, though it seems no new features are needed and there are people
waiting since years for a release while they are on 0.11.6 or some other 
bug-ridden
version including game-breaking bugs and a security problem.
IMHO there should be a Java 8 compatible release for these people, as some may
be on an older OS/distro without new Java. After a release would be the better 
time
to up the requirements.

Regards,

wintertime



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Re: [Freecol-developers] TradeRouteInputPanel patch

2021-12-14 Thread winter
Hi,

> Gesendet: Mittwoch, 15. Dezember 2021 um 06:33 Uhr
> Von: "Michael T. Pope" 
> An: "Stefan Fellner" , "FreeCol Developers" 
> 
> Betreff: Re: [Freecol-developers] TradeRouteInputPanel patch
>
> On Tue, 14 Dec 2021 20:24:35 +0100 (CET)
> Stefan Fellner  wrote:
> > I redesigned the trade route handling to be able to define for each stop 
> > what to load and what to unload.
>
> Is that not already clear?  The existing stop shows what leaves the
> colony.  Anything not present gets unloaded.  Having to specify things
> twice sounds more error prone.
>
I had no time to look at the patch, but from playing other games like Patrician 
II,
a trade route stop needs a 3(5) way choice for each good (maybe button near 
each line to toggle the 3
or have default be nonexisting line while allowing to add a good to the action 
list for that stop):
- default (do nothing, tbd if empty stops would be skipped or route followed to 
avoid enemies)
- load (with or without limits)
- unload (with or without limits)
- Other games may also need direct buy and sell (or maybe for Europe or Native 
auto trading?).
This should allow routes where you collect some goods but bring everything to 
the hub city.
Additionally, you can allow for more than 1 stop or doubled goods in the action 
list for one stop
at same place for prioritizing cargo types through unload+load, if you allow 
dragging up and down
in the action list for each stop, as the space in a wagon/ship can get too 
small.

Greetings,

wintertime



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Re: [Freecol-developers] TradeRouteInputPanel

2021-12-08 Thread winter
Hi,

 

I've not much time atm, but in short:

It would be desirable in the future to get rid of the use of JDialog for all modals with maybe subframes with modal settings, because JDK since years do not support opening such independent windows while having the game run inside a fullscreen frame at same time.

This caused glitches like dialogs behind the game frame that could not be interacted with and strange blinking and strange focus settings, which made us switch to windowed mode by default, but there it is still not perfect.

This was too big of a project though with unknown outcome, because it was not clear if something like a subframe even could be made modal correctly or that is unsupported (reading the docs did not give any clues back then).

This should wait until after a release was made though, as it would severely destabilize the codebase.

 

Greetings,

 

wintertime

 

 

 


Gesendet: Dienstag, 07. Dezember 2021 um 09:01 Uhr
Von: "Stefan Fellner via Freecol-developers" 
An: "Freecol Developers" 
Betreff: Re: [Freecol-developers] TradeRouteInputPanel


Hi to all,

 

I am currently working on the TradeRouteInputPanel (Mike told me there was some issues there).

 


Unclear. Generally I prefer to have as few modal panels as possible, but

I can not think of a good reason not to have the TRIP non-modal with

respect to its parent TRP.


 

I used the already in-place mechanism of opening the panels only once per class in the Widgets (canvas#getExistingFreeColPanel()).

 

Regards to "modality" - I added a marker for the MenuBar / Actions to not be enabled in case of some non-modal input panel is open at the time (Reason: If you are in the non-modal TRIP panel and enter the name of the TradeRoute, all mnemonic keys could immediatly open another panel).

Usually FreeCol currently mostly uses FreeColDialog instances for modal dialogs, however I figured it might not be disered/necessary to change the TRIP to a really modal dialog. (Please tell me if you'd prefer that).

 


Consider yourself free to come up with a better design if you wish,

however I would initially just try to make the current design work. We

are guided by the appearance of Col1, but do not stick closely to it (as

distinct from game functionality where Col1-compatibility is very

important). I do not have a template or description or any sort of

preferred look and feel--- I try hard to keep out of those areas!


I don't really wanted to change the design, but only adding another GoodsTypePanel, because I couldn't see how the TradeRoutes could define there goods to be loaded vs. unloaded. (only one drop target GoodsTypePanel to put the cargo's onto was present).

 

Icon-wise to be able to display the goods loaded in a TradeStop vs. unloaded - I am open for suggestions - I could make one too - I was thinking of some compound Icon like the given cargo icon plus some kind of arrow-icon overlaying it signaling loading / unloading. I have to browse through the available icons - maybe something like that is already available. If not I will try to make suggestions; however I am not a graphics guy :P ;) - so if there is someone capable here - please contact me :)

(Unless you like my suggestion then :D).

 

 

Ahm, and another quick question if anyone may know:

If i need to I would like to override the DefaultTransferHandler - is there any reason why this class was made final?

 

BR,

Stefan!

 

 

Dec 7, 2021, 07:45 by mp...@computer.org:


On Sun, 5 Dec 2021 14:26:09 +0100 (CET)

Stefan Fellner  wrote:

First off, is there a BR ticket about it?

 

No. I forget exactly what way it was broken, but IIRC dragging goods

types was displaying incorrectly.

Is it wanted to have multiple TradeRoutePanel / TradeRouteInputPanels open at the same time?

 

I do not think that is necessary.

 

Also then following the TradeRoutePanel - shoud the InputPanel be modal (at least to the TradeRoutePanel)?

 

Unclear. Generally I prefer to have as few modal panels as possible, but

I can not think of a good reason not to have the TRIP non-modal with

respect to its parent TRP.

Am I free to design how this panel should work, or should I stick to original col1, or do you have a template or description?

 

Consider yourself free to come up with a better design if you wish,

however I would initially just try to make the current design work. We

are guided by the appearance of Col1, but do not stick closely to it (as

distinct from game functionality where Col1-compatibility is very

important). I do not have a template or description or any sort of

preferred look and feel--- I try hard to keep out of those areas!

 

Sorry for the slow reply, I see you have been busy. Will catch up

properly soon. Note though, I generally prefer to discuss these questions

on freecol-developers.

 

Cheers,

Mike Pope


 
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Re: [Freecol-developers] Nightly Builds broken

2021-08-27 Thread winter
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 winter
Hi,

> Gesendet: Sonntag, 30. Mai 2021 um 12:23 Uhr
> Von: "Michael T. Pope" 
> An: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] Nightly Builds broken
>
> On Sun, 30 May 2021 08:46:33 +0200
> win...@genial.ms wrote:
> > 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?
>
> Likewise.  Who does?

I did some searching.
They are consolidating both of their domains, but want people to sign up anew
to the .com version (free for open source). There is some transfer option,
but someone would have to figure out how to log in there.
https://blog.travis-ci.com/2021-05-07-orgshutdown
https://discourse.julialang.org/t/reminder-travis-ci-org-shuts-down-on-december-31-2020/47234
https://mailchi.mp/3d439eeb1098/travis-ciorg-is-moving-to-travis-cicom?e=%5BUNIQID%5D
https://docs.travis-ci.com/user/migrate/open-source-repository-migration
https://docs.travis-ci.com/user/status-images/

Even with that fixed there would still remain the older problems where the
automatically started builds are failing.

> > As I'm a bit out of the loop, I'm not sure which issues are still blocking
> > a real release on SF?
>
> The performance bug is still lurking and I have made no progress there
> lately.  The trade route panel is borken and proving annoying, I have had
> three goes at fixing it but last time I concluded that the whole
> drag-and-drop system needed work:-(.  However, it might well be
> time to do 0.12.0-alpha1.

IIRC the performance problem on Linux existed for several versions already.
It would be nice to see that fixed, but I'd think its time to not let it
hold up all other updates (including the security fix) from getting released.
My guess would be it is a JDK bug, as I remember reading it worked for some
people using some additional options and it does not appear on all systems.

I can not say anything about the trade route menu, as I tended to manually
load all transports when I played. If it is usable but ugly, I'd let it pass.

Greetings,

wintertime



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[Freecol-developers] Nightly Builds broken

2021-05-30 Thread winter
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] FreeCol: Contribute Programming and Content Writing

2020-08-13 Thread winter
Hi,

 

the instruction on that news item are only for contributing to the website, but if you look at other pages on there you will also find information on contributing to other parts of the project, like the game itself.

For example:

http://www.freecol.org/how-to-contribute.html

http://www.freecol.org/documentation/

 

Not sure what you mean by being member, as you could not post on the mailing list if you were not already subscribed on it?

If you talk about having a Sourceforge account, that is helpful to allow you to create and comment posts on the forums and create and comment tickets on the bugtracker.

 

Greetings

 

wintertime

 
 

Gesendet: Mittwoch, 12. August 2020 um 21:16 Uhr
Von: "Mr. Paul" 
An: "D Blakeley" 
Cc: win...@genial.ms, freecol-developers@lists.sourceforge.net
Betreff: Re: [Freecol-developers] FreeCol: Contribute Programming and Content Writing


Hi Blake,
 

Thank you so much for your response and encouragement!

I am wondering if the first steps I should do in order to contribute for development are stated here?

http://www.freecol.org/news/first-steps-for-contributing-to-freecol-website.html

 

Does the instructions for Mac similar to the ones for Linux?

 

Also, should I become a member to make posts easier to

freecol-developers@lists.sourceforge.net

?
 

Thanks again,

Pavel

 

 

 

On Aug 6, 2020, at 3:19 AM, D Blakeley <d_blake...@yahoo.com> wrote:
 




 

1) I missed this one big time in my super game a year or 2 ago. I'm big on trading weapons with all the tribes and turning them into mercenary forces to harass other European powers in all my Col games. Knowing the tribe weapon & horse supply levels like in Col1 would have been useful but I forgot to add it to the suggestions/wishlist area back back when I gave the guys feedback. So I like this idea!

 

3) They exist.. admittedly it took a lot longer for them to appear in FreeCol then they did in Col1 but after drenching the tribes in weapons and horses I had armed braves and armed mounted brave units hoping about the map just fine, but not many per tribe. Maybe their old basic brave units need to be killed off before they considering building armed and mounted versions.

 

 




On Thursday, 6 August 2020, 07:40:53 am ACST, Mr. Pavel Koterniak <teachermr...@gmail.com> wrote:

 

 





Hi wintertime,

 

Thank you for your response.

I was thinking of adding the following functionalities to be closer to Colonization 1:

 

(In regards to Indians and Indian Report)

1) Add the amount (number) of muskets and horse herds each tribe has.

2) Keeping all the tribes in the report even though they are extinct.

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

 

I am wondering if these functionalities are possible with the current engine?

 

Thank you,

Pavel
 


On Tue, Aug 4, 2020, 6:13 PM , <win...@genial.ms> wrote:




Hi,

 

sorry I did not answer earlier. It is because Mike knows better about current tasks, but since he got a long todo list he also seems to not having had time until now for this.

 

As this is a volunteer preject, you are free to choose any task you would like. You could find some on the bugtrackers and on the feature tracker:

https://sourceforge.net/p/freecol/bugs/

https://github.com/freecol/freecol/issues

https://sourceforge.net/p/freecol/pending-features-for-freecol/

If it is a bug you'd like to fix, just comment in the ticket that you start working on it and then make a pull request.

If it is a feature, some other change for any new idea you got or anything bigger, it would be a good idea for you to ask beforehand for advice. It is also safer to ask if it is a useful change beforehand, so as not to be surprised if there is some reason such a change could not be merged or if some other approach to it could be better.

 

Welcome and hf

 

wintertime

 

 
 

Gesendet: Freitag, 24. Juli 2020 um 11:48 Uhr
Von: "D Blakeley via Freecol-developers" <freecol-developers@lists.sourceforge.net>
An: freecol-developers@lists.sourceforge.net, "Mr. Paul" <teachermr...@gmail.com>
Betreff: Re: [Freecol-developers] FreeCol: Contribute Programming and Content Writing



 

Welcome to the team Pavel! You are most welcome!

 

I'm not part of the programming team (I help out more with 'customer service' and social media lol) but hopefully Michael or Winter can get back to you in the days to come with their thoughts on the best ways new programming talent can help out. If I had to guess though they'll probably give you some info on the programming and software they use and then tell you to take a look at the bug ticket area lol!

 

Regards

 

Blake

 




On Friday, 24 July 2020, 06:55:53 pm ACST, Mr. Paul <teachermr...@gmail.com> wrote:

 

 


Hi FreeCol Developers’ Team,

 

I am currently a Computer Science student with focus on Ja

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

2020-08-08 Thread winter
Hi,

 

I remember this being asked a few years ago already.

IIRC the discussion back then got to, that knowing such numbers is basically a cheat (same as knowing settlement defenders, which is also intentionally not possible, even though Col1 had it). Then there had been the suggestion to only have a yes/no icon in advisor for when you gave the horses/guns yourself or you saw a unit using them, but noone cared to implement that non-cheat-version, because it was not giving enough cheat-like information for the person to bother.

As for 2: I guess, there had been a reason to have it like it is (maybe less menu clutter), but that is from before the time I was interested in FreeCol. I do not know, if it would help to have that and more people would like that?

As said, 3 is already there. It might not be in Colopedia, as it would be a game spoiler?


 

Greetings

 

wintertime

 

 

Gesendet: Samstag, 08. August 2020 um 10:42 Uhr
Von: "D Blakeley via Freecol-developers" 
An: freecol-developers@lists.sourceforge.net, "Michael T. Pope" 
Betreff: Re: [Freecol-developers] FreeCol: Contribute Programming and Content Writing



 

In Col1 the tribe weapon/horse stats were on the Indian Advisor screen. Here's a picture of what it looked like.

 

https://civilization.fandom.com/wiki/Indians_(Col)?file=Indian_report_%28Col%29.png

 

Was useful but far from perfect. Others can correct me on this as I'm going by memory here but I'm pretty sure figures were rounded down to groups of 50 so if a tribe had 178 muskets it would display 150. 127 horses would be "2 herds" of 50. Personally I'd rather just a flat out true number and nothing fancy like they did lol! Once again others can correct me on this but I was never quite sure if the Col1 Indian Advisor weapon/horse numbers updated properly when a tribe used/spent 50 of either to arm a unit. I remember it used to annoy me when the Indian advisor would tell me a tribe had bugger all horses & guns plus hardly any armed units on the map yet all their towns would refuse my trade carts with them saying they had more then enough lol.

 

I remember being pleased in FreeCol that the tribes were more interested in buying weapons and horses off me than in Col1 even if I didn't see them using them in FreeCol as much as they do in Col1 sadly. In my big game a while back I saw quite a few mounted braves but armed braves were rare and armed mounted braves were super rare but yup they are definitely there and not missing Pavel.

 

No native settlement population figures in Col1 that I can recall. The advisor just gave a general settlement count.

 

 

Regards

 

Blake

 

 




On Saturday, 8 August 2020, 09:51:18 am ACST, Michael T. Pope  wrote:

 

 


On Wed, 5 Aug 2020 17:17:01 -0400
"Mr. Pavel Koterniak"  wrote:
> (In regards to Indians and Indian Report)
> 1) Add the amount (number) of muskets and horse herds each tribe has.

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


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


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

Cheers,
Mike Pope

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

2020-08-04 Thread winter
Hi,

 

sorry I did not answer earlier. It is because Mike knows better about current tasks, but since he got a long todo list he also seems to not having had time until now for this.

 

As this is a volunteer preject, you are free to choose any task you would like. You could find some on the bugtrackers and on the feature tracker:

https://sourceforge.net/p/freecol/bugs/

https://github.com/freecol/freecol/issues

https://sourceforge.net/p/freecol/pending-features-for-freecol/

If it is a bug you'd like to fix, just comment in the ticket that you start working on it and then make a pull request.

If it is a feature, some other change for any new idea you got or anything bigger, it would be a good idea for you to ask beforehand for advice. It is also safer to ask if it is a useful change beforehand, so as not to be surprised if there is some reason such a change could not be merged or if some other approach to it could be better.

 

Welcome and hf

 

wintertime

 

 
 

Gesendet: Freitag, 24. Juli 2020 um 11:48 Uhr
Von: "D Blakeley via Freecol-developers" 
An: freecol-developers@lists.sourceforge.net, "Mr. Paul" 
Betreff: Re: [Freecol-developers] FreeCol: Contribute Programming and Content Writing



 

Welcome to the team Pavel! You are most welcome!

 

I'm not part of the programming team (I help out more with 'customer service' and social media lol) but hopefully Michael or Winter can get back to you in the days to come with their thoughts on the best ways new programming talent can help out. If I had to guess though they'll probably give you some info on the programming and software they use and then tell you to take a look at the bug ticket area lol!

 

Regards

 

Blake

 




On Friday, 24 July 2020, 06:55:53 pm ACST, Mr. Paul  wrote:

 

 


Hi FreeCol Developers’ Team,

 

I am currently a Computer Science student with focus on Java programming. I am also a huge fan of original Colonization and FreeCol.

I am excited to have a chance to contribute for the programming part (bug fixes, new functionality) and historical content writing (I am big gan of history!).

 

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

 

Thanks,

Pavel








 

 

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Re: [Freecol-developers] not dead yet

2020-07-19 Thread winter
Hi,

I look for questions I could help with when getting a notification, but I never 
tried multiplayer, too.
The problem with the self-created map did not have enough information to 
reproduce it. I guess, with a log and savegame/map file Mike would have already 
found the problem.

Greetings,

wintertime



> Gesendet: Sonntag, 19. Juli 2020 um 15:20 Uhr
> Von: "D Blakeley via Freecol-developers" 
> 
> An: "FreeCol Developers" 
> Betreff: Re: [Freecol-developers] not dead yet
>
> Hey guys,
> 
> Getting a nice injection of FreeCol activity at the moment (either from my 
> maps post at heaps of places or from people finding it themselves I guess). 
> Also had multiple people across my Colonization social media sites post about 
> playing FreeCol and there's a bit of SF forum activity too which is good to 
> see! :)
> 
> In regards to the SF forum activity could Mike, Winter or anyone else who has 
> good technical knowledge of the game do a quick pass on the recent threads? 
> There's a whole bunch of questions and I lack the technical knowledge of the 
> game to help them sadly and I've never tried multiplayer.
> 
> In the help subforum there's a few new unanswered july threads:
> Guy asking about design chart diagrams:
> https://sourceforge.net/p/freecol/discussion/141201/thread/2fbdfcedd0/
> 
> This fellow created map that's lead to crashes:
> https://sourceforge.net/p/freecol/discussion/141201/thread/8dbe059a0f/
> 
> 
> There's a thread in the FreeCol sub forum from june about multiplayer issues 
> that's unanswered:
> https://sourceforge.net/p/freecol/discussion/141200/thread/953d314cb8/
> 
> 
> In the General discussion sub forum there's 2 more threads about multiplayer 
> issues:
> https://sourceforge.net/p/freecol/discussion/719661/thread/fc735ff2bb/
> 
> https://sourceforge.net/p/freecol/discussion/719661/thread/d487ad4b/
> 
> 
> This one is not so important for replying to as it's just a freecol 2 ideas 
> subforum post but I thought I'd mention it anyway for 'good customer service' 
> and thoroughness lol:
> https://sourceforge.net/p/freecol/discussion/719665/thread/5ae7386f94/
> 
> 
> Regards
> 
> Blake
> 
> 
> 
> 
> 
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Re: [Freecol-developers] Web update

2020-07-05 Thread winter

You are right, the news is up!

 

Take a look, please!

I decided to do the Jekyll guide first, then write about the website update later. I guess, it got myself into writing a whole series, as the directory structure, the file structure with the yaml header and maybe more could be explained.

 

Thanks for motivating me Blake!

 

wintertime

 

Gesendet: Sonntag, 05. Juli 2020 um 18:58 Uhr
Von: "D Blakeley" 
An: "win...@genial.ms" 
Cc: freecol-developers@lists.sourceforge.net, "Jamaica Boby" 
Betreff: Re: [Freecol-developers] Web update



 

Well you 'control the news' mate so you can put whatever date you want on it haha. ;) Just backdate it a month or 2 so its still newer than that other news item about the freecol vulnerability and I doubt anyone will notice or complain. They'll just think their browser cache hadn't updated last time they visited or something lol.

 

I'll get around to writing up those other news items sooner or later, but obviously your work on the site is the one thing I can't write up as only you know and understand everything you did so no one else can write it up better.

 

Oh and when the time comes I'll no doubt have to ask for your help on making sure I correctly add the news items. I haven't really looked at it properly though so for I know it'll be easy and I won't need help thanks to your conversion of the news section.

 

 

Regards

 

Blake

 

 




On Monday, 6 July 2020, 02:01:47 am ACST, win...@genial.ms  wrote:

 

 






Hi,

 

you are right, I regret not putting up a news item on the website update. At first I had no time and then it seemed too late?

 

From looking at the pictures, I did not see any examples of new content? It just seems to be changing the design while not updating any content?

 

I apologize in advance, but I have to say the current version of the new design does look much less sophisticated than the old one and reminds me of every other page made in recent years, without anything unique that stands out.
It also seems inconsistent in the background colors jumping from dark grey to white and back.
Part of a word from the menu line on the index page being on the different background looks bad and lowers readability.
On most of the other pages, half of a full HD screen is wasted with the header banner picture, making the viewers scroll down needlessly much, if they care to.
Would you tell more about why you think you need Bootstrap, as I do not see anything in the mockup that requires introducing another framework? I know about bootstrap, it is mostly just for button and menu styling, but it comes with 2 _javascript_ frameworks. Also, I dislike that bootstrap moves the styling commands back into HTML, when the whole reason to have CSS is to have the styling done separately. I anticipate problems with this when using Markdown for new content, as naturally there is no HTML attributes to put bootstrap styles. As we have and need no Ajax, I see no need for JQuery, which IMHO is obsoleted by modern _javascript_ anyways. Then there is popper.js, but these overlays which move in the way of seeing the content when scrolling are mostly just distracting the viewer from the information they would like to see.


I know the current website does not fit well on a mobile screen, but I'd hope someone with time for it could just tweek the CSS a bit. As FreeCol is played on desktop, I'd think, most people viewing it are on a computer and not on mobile, anyway.

 

Speaking from a project management perspective: Doing a rewrite may seem like a more fun thing when starting it, but when thinking more thoroughly about it a rewrite on an already existing project is rarely the right thing to do. Incremental updates are much faster and in case something happens causing people to have less time, the project still got an improvement, not just something that is unusable/halfdone. Additionally, rewrites usually get less fun the more complete they are.

 

 

Regards

 

wintertime

 

 

 

Gesendet: Sonntag, 05. Juli 2020 um 14:37 Uhr
Von: "D Blakeley via Freecol-developers" 
An: freecol-developers@lists.sourceforge.net, "Jamaica Boby" 
Betreff: Re: [Freecol-developers] Web update



 

When I saw your first email Bobby I thought to myself "Winter is going to LVE this (sarcasm) as he only just finished overhauling and updating the entire site already hahaha". ;)

 

I'm pretty sure I suggested this a whole back but Winter you probably should have made a news item about the website overhaul being released and talked a bit about what you did so the public actually KNOW about all the hard work you put into it in the backend since in the frontend people aren't really going to notice as things still look the same. Which also means the site still has that 'abandoned look' due to the lack of news items and new multimedia content. I was thinking of making up a news item about the recent big map pack add

Re: [Freecol-developers] Web update

2020-07-05 Thread winter

Hi,

 

you are right, I regret not putting up a news item on the website update. At first I had no time and then it seemed too late?

 

From looking at the pictures, I did not see any examples of new content? It just seems to be changing the design while not updating any content?

 

I apologize in advance, but I have to say the current version of the new design does look much less sophisticated than the old one and reminds me of every other page made in recent years, without anything unique that stands out.
It also seems inconsistent in the background colors jumping from dark grey to white and back.
Part of a word from the menu line on the index page being on the different background looks bad and lowers readability.
On most of the other pages, half of a full HD screen is wasted with the header banner picture, making the viewers scroll down needlessly much, if they care to.
Would you tell more about why you think you need Bootstrap, as I do not see anything in the mockup that requires introducing another framework? I know about bootstrap, it is mostly just for button and menu styling, but it comes with 2 _javascript_ frameworks. Also, I dislike that bootstrap moves the styling commands back into HTML, when the whole reason to have CSS is to have the styling done separately. I anticipate problems with this when using Markdown for new content, as naturally there is no HTML attributes to put bootstrap styles. As we have and need no Ajax, I see no need for JQuery, which IMHO is obsoleted by modern _javascript_ anyways. Then there is popper.js, but these overlays which move in the way of seeing the content when scrolling are mostly just distracting the viewer from the information they would like to see.


I know the current website does not fit well on a mobile screen, but I'd hope someone with time for it could just tweek the CSS a bit. As FreeCol is played on desktop, I'd think, most people viewing it are on a computer and not on mobile, anyway.

 

Speaking from a project management perspective: Doing a rewrite may seem like a more fun thing when starting it, but when thinking more thoroughly about it a rewrite on an already existing project is rarely the right thing to do. Incremental updates are much faster and in case something happens causing people to have less time, the project still got an improvement, not just something that is unusable/halfdone. Additionally, rewrites usually get less fun the more complete they are.

 

 

Regards

 

wintertime

 

 

 

Gesendet: Sonntag, 05. Juli 2020 um 14:37 Uhr
Von: "D Blakeley via Freecol-developers" 
An: freecol-developers@lists.sourceforge.net, "Jamaica Boby" 
Betreff: Re: [Freecol-developers] Web update



 

When I saw your first email Bobby I thought to myself "Winter is going to LVE this (sarcasm) as he only just finished overhauling and updating the entire site already hahaha". ;)

 

I'm pretty sure I suggested this a whole back but Winter you probably should have made a news item about the website overhaul being released and talked a bit about what you did so the public actually KNOW about all the hard work you put into it in the backend since in the frontend people aren't really going to notice as things still look the same. Which also means the site still has that 'abandoned look' due to the lack of news items and new multimedia content. I was thinking of making up a news item about the recent big map pack addition as that's pretty cool news! Also a news items about us regaining control over the FreeCol moddb page might be another news item to chuck in! That news page needs some more content!

 



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

==> How can I contact him? 



Slightly misunderstanding on this bit. My plans are to simply add new up to date screenshots to the screenshot section and make a new videos page similar to the screenshot one. Overhauling the whole site is not of interest to me, plus I don't have the skills for that as I'm not a programmer like you guys are, I just know a bit of basic html. So I'm unfortunately I'm not much help to you Bobby, sorry mate.

 

I should also say that the whole recent map saga massively delayed my plans to do that new screenshots and videos section stuff, and now I'm busy with other stuff but I'll get to it eventually lol!

 

 

Regards

 

Blake

 

 




On Sunday, 5 July 2020, 09:33:11 pm ACST, Jamaica Boby  wrote:

 

 





Hi!!

 

I have a little skill of english, sorry if i can't explain better :S

 

I would guess, up until now you actually just did some mockup pictures using some tool, but did not do anything for the real website? I'd be happy to comment on them if you could show pictures big enough to be readable.

Please use this other link, and use bottom navigation 

https://www.figma.com/proto/r1RUrbFES8HCTEjmgJDpCx/Desktop-Website?node-id=18%3A91=min-zoom 

 

Or

Re: [Freecol-developers] Web update

2020-07-05 Thread winter
Hi,

 

it is difficult to know what you did and what you would like to do, as your email is very general and the linked page only shows tiny, not clickable thumbnails.

I would guess, up until now you actually just did some mockup pictures using some tool, but did not do anything for the real website? I'd be happy to comment on them if you could show pictures big enough to be readable.

 

You should know, that around end of last year to beginning of this year I worked on updating and modernizing the underlying website code and fixing a large amount of broken things. We also finally decided on using Jekyll with custom mostly pure HTML5 and CSS templates and content being either HTML5 (old or if special formatting is useful) or Markdown (new and easy), after contemplating for a long time -- that is why I'd like to keep that as the way the website is generated and not introduce any other frameworks, to keep it simple, secure and updateable for everyone. Somewhere on the forum is a posting where I explain how to work with Jekyll and locally compile and test the website, which I'd liked to add to the documentation.

The website code is still inside the main FreeCol git repository, although David wanted to extract it into a separate repository on GitHub. I'd be happy to review content updates and put the updates on the server; it might take a few days though. Easiest might be if you take a look at how current pages are done and then start small and send pull requests. Blakeley also said he would like to work on the website content a while ago, maybe you could try to coordinate.

 

 

Greetings

 

wintertime

 

 

 
 

Gesendet: Sonntag, 05. Juli 2020 um 03:36 Uhr
Von: "Jamaica Boby" 
An: freecol-developers@lists.sourceforge.net
Betreff: [Freecol-developers] Web update


Hello

A friend of mine and I are working on a freecol.org web update
I don't know if we can finish that update but 
before continuing we need to know if there are an interest in that update,

You can see a proptotype of that update (not final real web!) in that link (*1)

https://www.figma.com/file/r1RUrbFES8HCTEjmgJDpCx/Desktop-Website

(*1)The web is not started only the protoype

regards





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Re: [Freecol-developers] New pull requests

2020-04-13 Thread winter
 


Hi,

 

I found that the SF and GH repositories had diverged a bit, as Mike and the translators committed to SF and David added some merge request to GH only.

I merged and pushed to both now.

I also triggered a nightly, as that was getting a bit old. This is easy btw, just

git checkout slim

git pull github slim

git merge master

git push github slim

and then the nightly is triggered and made automagically in about 5 min.
This still works, whats broken since about a year is only the automatic update of the GH repo from SF.


When doing that its a good idea to also push latest master branch to github.


Greetings,

 

wintertime

 

Gesendet: Freitag, 03. April 2020 um 10:22 Uhr
Von: "D Blakeley via Freecol-developers" 
An: "Michael T. Pope" , "David Lewis" 
Cc: "FreeCol Developers" , "freecol-website-requ...@lists.sourceforge.net" 
Betreff: Re: [Freecol-developers] New pull requests



 

1. I'm guessing the issue David is talking about below is why there hasn't been a release since Feb? FYI Marcin is asking again for a new release to test Mikes latest changes presumably.

 

 

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

https://sourceforge.net/p/freecol/discussion/141200/thread/9eb4fbdf/?page=1=25#dbec

 

 


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



 


This site can’t be reached

freecol.org refused to connect.






Try:


	Checking the connection
	Checking the proxy and the firewall



ERR_CONNECTION_REFUSED








Regards

 

blake

 

 




On Monday, 16 March 2020, 09:23:18 am ACDT, David Lewis  wrote:

 

 




Hi Mike, 
 

I haven't had a chance to look to determine why yet, but the master branch CI builds are failing.

This could have been due to a bad change that I merged in last week or so.

If you have a chance to take a look at it, that'd be great. Otherwise, I'll try and get to that later this week.

Bringing this up because we might need to roll back a merge/commit before merging any of these other PRs.

 

David

 

 

 



On Sun, Mar 15, 2020 at 2:21 PM Michael T. Pope <mp...@computer.org> wrote:



On Sun, 15 Mar 2020 11:47:42 + (UTC)
D Blakeley <d_blake...@yahoo.com> 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.

___

Re: [Freecol-developers] FreeCol XXE Vulnerability

2020-01-14 Thread winter
Hi,

> Gesendet: Montag, 13. Januar 2020 um 23:10 Uhr
> Von: "Michael T. Pope" 
> An: win...@genial.ms
> Betreff: Re: [Freecol-developers] FreeCol XXE Vulnerability
>
> By all means go ahead with the website changes.

I had to update the post date, then I committed it and
freshly uploaded the website.
I also put the news item on the project page:
https://sourceforge.net/p/freecol/news/


As far as the discussion was gone, which we had about doing
0.12.0 soon, is there any annoying+blocking bugs left?
- Is the fix to the returning from Europe bug sufficient
or is it necessary to do something for the very few cases
where in a save the ship was already in Europe?
- I'd like to see https://github.com/FreeCol/freecol/issues/15
fixed, cause it is irritating to play like that, but
if 0.12.1 would come fast it should be ok to fix it later.

Greetings

wintertime



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Re: [Freecol-developers] Website fixes

2020-01-03 Thread winter
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 <win...@genial.ms> 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" <eagles051...@gmail.com>
An: win...@genial.ms
Cc: "David Lewis" <highwayofl...@gmail.com>, "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 <win...@genial.ms> wrote:




Hi,

 

a few days ago when reading SF webserver documentation, I saw that you could switch over from PHP5 to PHP7.

It's just that we are completely HTML only without a single .php file remaining -- that's why I saw no use in doing it.

If you switch over the domain would change from .net to .io, possibly breaking our .org domain, depending on how it is configured. This might also break some direct links to the .net subdomain somewhere.

We would get https on the .io domain, but certificates are bound to the domain not ip, thats why I doubt it would work correctly on our .org domain.

There is still some old files on the ftp for the webserver in the directory above the htdocs directory for the website -- these will need a backup before a switchover!

I would not click the switch over button, without Stian and/or whoever controls the .org domain giving his ok.


 

Greetings

 

wintertime

 

 

Gesendet: Freitag, 03. Januar 2020 um 06:31 Uhr
Von: "David Lewis" <highwayofl...@gmail.com>
An: "Michael T. Pope" <mp...@computer.org>
Cc: "FreeCol Developers" <freecol-developers@lists.sourceforge.net>
Betreff: Re: [Freecol-developers] Website fixes



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 <mp...@computer.org> 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.

              <d_blake...@yahoo.com>

        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

Re: [Freecol-developers] Website fixes

2020-01-03 Thread winter
Hi,

 

a few days ago when reading SF webserver documentation, I saw that you could switch over from PHP5 to PHP7.

It's just that we are completely HTML only without a single .php file remaining -- that's why I saw no use in doing it.

If you switch over the domain would change from .net to .io, possibly breaking our .org domain, depending on how it is configured. This might also break some direct links to the .net subdomain somewhere.

We would get https on the .io domain, but certificates are bound to the domain not ip, thats why I doubt it would work correctly on our .org domain.

There is still some old files on the ftp for the webserver in the directory above the htdocs directory for the website -- these will need a backup before a switchover!

I would not click the switch over button, without Stian and/or whoever controls the .org domain giving his ok.


 

Greetings

 

wintertime

 

 

Gesendet: Freitag, 03. Januar 2020 um 06:31 Uhr
Von: "David Lewis" 
An: "Michael T. Pope" 
Cc: "FreeCol Developers" 
Betreff: Re: [Freecol-developers] Website fixes



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 winter
Hi,

 

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? That could get difficult, I never knew whom of the inactive people controls the domain and possibly the donation thing to pay for it.

Btw., the SF webserver might be slower, but it's a bit more flexible. On GitHub you have to use only the version and plugins of Jekyll they provide and they are still on 3.8.5: https://pages.github.com/versions/


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

 

Anyway, we should start with spliting off the repository. Do you have experience with "git filter-branch"? That'd be the best way to get a website repository with complete history. If you don't, I'd try my luck on it, but no promises.

 

Greetings

 

wintertime

 

Gesendet: Donnerstag, 02. Januar 2020 um 21:26 Uhr
Von: "David Lewis" 
An: win...@genial.ms
Cc: "D Blakeley" , "FreeCol Developers" 
Betreff: Re: [Freecol-developers] Website fixes


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 <win...@genial.ms> 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" <mp...@computer.org>, "David Lewis" <highwayofl...@gmail.com>
Cc: "FreeCol Developers" <freecol-developers@lists.sourceforge.net>
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 winter
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" 
An: "Michael T. Pope" , "David Lewis" 
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 winter
Hi,

 

I can assure you, the whole reason for me to introduce Jekyll is to make it easy for others to contribute, by separating code(theme) and content.

You saw the html-tag-soup we had for a while, where it's difficult to find what you need and where to add something.

The goal is to have it as easy as dropping a markdown file (like the one I attached to the mail yesterday) in the right place. Older pages will probably stay in html, but loose all the surrounding cruft, only contain the content (with a few img, ul, li, div, p, a, br) and can later be easily replaced with markdown on demand.

As we are on SF we need to type the compilation command and upload its result, but otherwise it'll be same as for the many people having GitHub pages.

 

Working on the theme will be a little more complicated, but easier than creating a WordPress theme. Still, after cleaning up all existing pages to use the template, I plan on upgrading and simplifying its html and css. Moving over to WordPress would need conversion of existing content and most likely creation of a theme, too.

 

Greetings

 

wintertime

 
 

Gesendet: Donnerstag, 02. Januar 2020 um 08:18 Uhr
Von: "D Blakeley via Freecol-developers" 
An: "David Lewis" , "Jonathan Aquilina" 
Cc: "FreeCol Developers" 
Betreff: Re: [Freecol-developers] Website fixes



 

> 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.

 

That's exactly what worries me. This Jekyll thing sounds like its not going to be something the average guy (eg me) can use which means I won't be able to help you guys move content over and do my ideas of creating new video & screenshot sections etc. Plus Winter's gonna be too busy in a few weeks & isn't going to want people pestering him about site issues plus mikes busy with other stuff (eg the game itself lol) and isn't going to want to be bothered about website stuff, but if its not easy to use that's exactly whats going to happen lol.

 

BTW Mike since your catching up on msgs don't forget this ;P

https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/#a702/9e85/07a6/d983/f301

 

Need your help, or need you to help David so he can help me haha

 

 

Regards

 

blake

 

 

 




On Thursday, 2 January 2020, 03:34:09 pm ACDT, Jonathan Aquilina  wrote:

 

 





That is another good option, 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.

 

 



Jonathan Aquilina



 



On Thu, Jan 2, 2020 at 5:36 AM David Lewis  wrote:


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] FreeCol XXE Vulnerability

2019-12-31 Thread winter
Hi,

I edited the dates and put it into the attached file.
I hope the mailing list allows attachments.
Should it be mentioned that even older versions are affected and which?
When should people upgrade?
Please, see if everything looks alright!

I'll merge the Jekyll changes for the website now, to allow using
markdown for the news.

Greetings

wintertime

> Gesendet: Dienstag, 31. Dezember 2019 um 11:25 Uhr
> Von: win...@genial.ms
> An: "Michael T. Pope" 
> Cc: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] FreeCol XXE Vulnerability
>
> I think, the 20191227 version already included the fix?
> I'll prepare an empty draft news for when you all are ready.
>
> > Gesendet: Dienstag, 31. Dezember 2019 um 10:30 Uhr
> > Von: "Michael T. Pope" 
> > An: freecol-developers@lists.sourceforge.net
> > Betreff: Re: [Freecol-developers] FreeCol XXE Vulnerability
> >
> > Here is some text (markdown) for the website wranglers to consider adding
> > as a news item.  I made a lame effort to build a proof-of-concept exploit,
> > but lost interest fairly quickly.  I remain unconvinced we need to backport
> > to 0.11.6 and release 0.11.7 given the low level of threat posed, but am
> > interested in other opinions (and/or volunteers).
> >
> > Cheers,
> > Mike Pope
> >
> > -
> > FreeCol 0.11.6 and subsequent development versions up to 20191227 are
> > subject to an XML External Entity parsing bug, due to use of a
> > vulnerable Java library, as detailed in
> > [CVE-2018-1000825](https://www.cvedetails.com/cve/CVE-2018-1000825/).
> >
> > According to the CVE the bug can lead to disclosure of confidential
> > data, denial of service, SSRF, or port scanning, albeit with limited
> > attacker control.
> >
> > Exploiting the bug requires convincing a player to load a specially
> > crafted FreeCol save game, either directly or by joining a hostile
> > FreeCol server.
> >
> > The FreeCol team are unaware of any actual cases of this bug being
> > exploited.  It is fixed in the [nightly 
> > releases](https://github.com/FreeCol/freecol/releases)
> > from 20191229 onward.
>


2019-12-31-freecol-xxe-vulnerability-fixed.md
Description: Binary data
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Re: [Freecol-developers] FreeCol XXE Vulnerability

2019-12-31 Thread winter
I think, the 20191227 version already included the fix?
I'll prepare an empty draft news for when you all are ready.

> Gesendet: Dienstag, 31. Dezember 2019 um 10:30 Uhr
> Von: "Michael T. Pope" 
> An: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] FreeCol XXE Vulnerability
>
> Here is some text (markdown) for the website wranglers to consider adding
> as a news item.  I made a lame effort to build a proof-of-concept exploit,
> but lost interest fairly quickly.  I remain unconvinced we need to backport
> to 0.11.6 and release 0.11.7 given the low level of threat posed, but am
> interested in other opinions (and/or volunteers).
>
> Cheers,
> Mike Pope
>
> -
> FreeCol 0.11.6 and subsequent development versions up to 20191227 are
> subject to an XML External Entity parsing bug, due to use of a
> vulnerable Java library, as detailed in
> [CVE-2018-1000825](https://www.cvedetails.com/cve/CVE-2018-1000825/).
>
> According to the CVE the bug can lead to disclosure of confidential
> data, denial of service, SSRF, or port scanning, albeit with limited
> attacker control.
>
> Exploiting the bug requires convincing a player to load a specially
> crafted FreeCol save game, either directly or by joining a hostile
> FreeCol server.
>
> The FreeCol team are unaware of any actual cases of this bug being
> exploited.  It is fixed in the [nightly 
> releases](https://github.com/FreeCol/freecol/releases)
> from 20191229 onward.



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Re: [Freecol-developers] FreeCol website upload

2019-12-31 Thread winter
Hi,

> Gesendet: Dienstag, 31. Dezember 2019 um 06:04 Uhr
> Von: "Michael T. Pope" 
>
> > Sorry, I'm late. :o Merry Christmas and Happy New Year!
>
> And indeed to you too.  I was cutting our Christmas tree on the afternoon
> of the 23rd so I will not be criticizing anyone for lateness.
>
thank you. :)

> > > OK, so www.freecol.org/docs/Freecol.{html,pdf} were broken, and should
> > > be fixed now.  Are there more?
> >
> > I just tried, and there is 0.11.3 version on server.
>
> Yes, I only fixed the git master, I have not done the upload.
>
This time, I just did. ;)

> >>[Jekyll]
> Configuration file: none

It should have found my _config.yml . Had you checked out a commit where
it was existing already?
It is necessary to get the news to appear in their old place with the
correct template used, maybe more later.
I'm still not sure if the date should be in the news file name after
compilation or not to avoid changing to not break old links?

> 1135 Malbec] jekyll -v
> jekyll 3.8.6
>
> Not quite what you wanted.  However I looked at the contents of _site
> and could not see any obvious failure.  So it looks like it worked for me.
>
The usual Ruby way is to do:
$ gem update jekyll
I think, your Linux distribution may want you to get it from their
package manager / repository, not rubygems.org , though.
If both aren't working, I can try to work around the incompatibilities:
https://jekyllrb.com/docs/upgrading/3-to-4/
There is also the possibility of using Bundler, which is the Ruby
way of getting your own versions of gem dependencies. It's even
recommended, but I wanted to avoid it, to simplify everything a bit.

> As usual I am wary of more dependencies, but a static generator is
> probably the best tradeoff for us now, and I think markdown is a good
> compromise.  So I think this is looking promising.
>
Ok, nice. I'll continue with it for a bit on my repo. You all can take
a look on https://github.com/wintertime/FreeCol/tree/jekyll and when
it is ready we put it in main and compile/upload.

Greetings

wintertime



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Re: [Freecol-developers] Website fixes

2019-12-29 Thread winter
Hi all,

 

the good news is I could actually get to the webserver files using SFTP(WinSCP).

I always assumed some extra password or admin rights would be necessary, but I just tried after finding https://sourceforge.net/p/forge/documentation/Project%20Web%20Services/ page and not seeing an explanation of who actually gets access.

This allowed my to clean out some forgotten/outdated/broken files in htdocs, which were till then served on the web. It seems, only new files got uploaded, but moved or deleted files stayed on there forever.

There was/is some other stuff on the outer directory, but I did not touch it. Stian must have had his reasons for keeping these on there?


 

I'm not particularly fond of WordPress. About a year ago, I wrote a Plugin for WordPress and it felt like trying to tap into a mess of callback-spaghetti-code.

 

I've gone ahead and tried some changes using Jekyll ( https://jekyllrb.com/ ). I put these on my GitHub repo ( https://github.com/wintertime/FreeCol/tree/jekyll ), to get some feedback before I change the main repo.

To try it out you need Ruby and Jekyll, but this is really easy -- instructions for different OS are there: https://jekyllrb.com/docs/installation/

Then check out the branch,

$ cd www.freecol.org

$ jekyll serve

type 127.0.0.1:4000 in your browser.


 

Uploading the website later will be


$ cd www.freecol.org

$ jekyll build
then upload from the newly compiled _site subdirectory instead of directly.

 

I was able to simplify the news section considerably and would like to know, if you like it.

Now with a change to one file code for all news pages can be updated.

Adding a news item is just typing the text into a new .html or .md file with a small yaml header.

The other pages could be simplified in the same way and then the code much easier modernized and the website made prettier.

How do you all like it?

 

Greetings,

 

wintertime

 


Gesendet: Sonntag, 29. Dezember 2019 um 06:15 Uhr
Von: "Jonathan Aquilina" 
An: "D Blakeley" 
Cc: "Michael T. Pope" , win...@genial.ms, freecol-developers@lists.sourceforge.net
Betreff: Re: [Freecol-developers] Website fixes



Hi Guys,

 

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.

 

 



Jonathan Aquilina



 


On Sat, Dec 28, 2019 at 10:15 AM D Blakeley via Freecol-developers <freecol-developers@lists.sourceforge.net> wrote:




 

Hi guys,

 

A few things to reply to!

 

Mike:

I think Winter is after your thoughts/approval on his new site ideas. Also I have just posted at this link below, if you could spare a moment to help out a fellow Aussie I'd appreciate it thanks haha. Should be the last time I have to pester you about a big sourceforge change as this really is the last thing it needs to help your fans navigate to the right places! After this in the future it just might be a thread sticky or 2 which I can pester David about. https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/#a702/9e85/07a6/d983/f301

 

Winter:





> No, I do not want the website to gain even more warnings. I was hoping we could

> decide on which pages with warnings are still useful, which could be deleted.



Opps sorry I misread that part as I thought winter was referring to heavily outdated sections of the site not labeled as such. Everyone ignore what I said on that bit lol.



Jonathan:

> I would be willing to sponsor some webhosting on my shared cpanel server.

> I was thinking of setting up wordpress for the site?

 

Your later point was certainly what I was thinking as Wordpress is so darn low maintenance and easy to use and controls the annoying sorting & navigation of all the news items for you. Creating pages and posts is dead easy too as its pretty much like a word doc editing but if you want full control then you can access the html code behind the page editor too. It's also pretty good for setting up separate non-news page sections too. Eg all those project info and history pages etc could easily be copy & pasted to wordpress section pages accessed through a wordpress main menu similar to the existing sites menu options. Wordpress menu buttons also support drop down options meaning all sub sections from the old site could be easily brought across too. I use a wordpress blog for all my website news now (separate from my main website thats store elsewhere), I don't use drop down menus but if you click on either my 'Fav Fan Game Projects' or my 'What's Blake Playing Right NOW' buttons you'll be taken to wordpress hosted sections that are NOT part of the news blog. https://blakessanctum.wordpress.com/

 

Winter:


> IIRC, one problem with this was the goal to keep all parts of the project
> on a single provider (like SF or GitHub).


But yeah as winter points out I don't think they want offsite hosting, as fully accessible public hosting is better 

Re: [Freecol-developers] Website fixes

2019-12-26 Thread winter
Hi,

as mentioned below, I'd like to add static page generation.

I think, Jekyll would be nice for that:
- https://jekyllrb.com/
- It would make it easier to add new content/news.
- It allows for removing redundancies in pages.
- We could slowly transition page by page (maybe just
the news at first).
- It supports markdown (could, for example, translate the
cv3-discoverer-english/log.md into html after a tiny change).
- It is also used in GitHub Pages, so it'd be compatible
in case of a move there.
- It only needs a Ruby installation with the gem installed,
then one more line in console/script for uploading and
a slightly changed directory to upload from.

I installed it here and it looks like it works for me.
I'd just need to know beforehand, if you would approve of
using it?

Greetings,

wintertime


> Gesendet: Dienstag, 24. Dezember 2019 um 09:27 Uhr
> Von: win...@genial.ms
> An: "Michael T. Pope" 
> Cc: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] Website fixes
>
> Hi,
>
> > Gesendet: Dienstag, 24. Dezember 2019 um 04:37 Uhr
> > Von: "Michael T. Pope" 
> > An: freecol-developers@lists.sourceforge.net
> > Betreff: Re: [Freecol-developers] Website fixes
> >
> > IIRC we used to have a Drupal setup.  Eventually it was exploited
> > (yay PHP:-P).  Due to no one being interested in fixing it or committing to
> > long term maintenance of a CMS, I argued that a simple static site made
> > most sense given our resources.  Caleb did good work on the content,
> > including ripping out a lot of CMS-isms.  My involvement has never been
> > more than trying to work out how to add the release information to the
> > CMS, and subsequently to doing uploads.  So I am pretty pleased that you
> > guys are able to put in some effort improving the website.  It is long
> > neglected.
>
> Yes, I always found it the right decision to stop using a CMS, especially
> when nobody can commit to updating it regularly. I only have about a month
> before starting in my new job, not sure how much time I have then. That's
> why my main concern is to get the website into a fixed, sustainable state
> without need of much maintenance soon.
> For that, I'd just like to have it in a way to not need every news 3 times
> and having links updated automatically.
> Maybe the way to get that could be static page generation for news articles
> before uploading? We would not need anything fancy, if it could just find
> a few magic tags in slightly modified current pages and add articles from
> text files and generate links to the articles, it would be sufficient.
>
> > I will see if I can do a blanket upload from sf git shortly.  I think the
> > upload script is "clever" and tries to upload what has changed.  It may
> > well be being too clever.
>
> Thank you, that'd be nice. Please, also look if there is other garbage
> on server, for example, bugtracker directory.
>
>
> @Jonathan: Thank you, for the offer. I think, that would be on Mike to
> decide, as I can not commit to long term maintenance of the website.
> IIRC, one problem with this was the goal to keep all parts of the project
> on a single provider (like SF or GitHub).
>
>
> Greetings
>
> wintertime
>
>
>
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Re: [Freecol-developers] Website fixes

2019-12-24 Thread winter
Hi,

> Gesendet: Dienstag, 24. Dezember 2019 um 04:37 Uhr
> Von: "Michael T. Pope" 
> An: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] Website fixes
>
> IIRC we used to have a Drupal setup.  Eventually it was exploited
> (yay PHP:-P).  Due to no one being interested in fixing it or committing to
> long term maintenance of a CMS, I argued that a simple static site made
> most sense given our resources.  Caleb did good work on the content,
> including ripping out a lot of CMS-isms.  My involvement has never been
> more than trying to work out how to add the release information to the
> CMS, and subsequently to doing uploads.  So I am pretty pleased that you
> guys are able to put in some effort improving the website.  It is long
> neglected.

Yes, I always found it the right decision to stop using a CMS, especially
when nobody can commit to updating it regularly. I only have about a month
before starting in my new job, not sure how much time I have then. That's
why my main concern is to get the website into a fixed, sustainable state
without need of much maintenance soon.
For that, I'd just like to have it in a way to not need every news 3 times
and having links updated automatically.
Maybe the way to get that could be static page generation for news articles
before uploading? We would not need anything fancy, if it could just find
a few magic tags in slightly modified current pages and add articles from
text files and generate links to the articles, it would be sufficient.

> I will see if I can do a blanket upload from sf git shortly.  I think the
> upload script is "clever" and tries to upload what has changed.  It may
> well be being too clever.

Thank you, that'd be nice. Please, also look if there is other garbage
on server, for example, bugtracker directory.


@Jonathan: Thank you, for the offer. I think, that would be on Mike to
decide, as I can not commit to long term maintenance of the website.
IIRC, one problem with this was the goal to keep all parts of the project
on a single provider (like SF or GitHub).


Greetings

wintertime



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Re: [Freecol-developers] Website fixes

2019-12-23 Thread winter
Hi,

 

yes I wrote these mostly to gather feedback from others, maybe Caleb, as he did the

website stuff previously

.

No, I do not want the website to gain even more warnings. I was hoping we could

decide on which pages with warnings are still useful, which could be deleted.

 

Besides, I know all changes are in sf git, that is why I think it's a glitch in the update script.

If I had ftp access, I'd probably just put the newest version there manually and look around

for the broken remains I mentioned earlier (which I also suspect coming from the upload

script being glitched).

 

I pretty much do not even know what is available to us on the server.

I only remember from reading previous discussions on mailing list, it is not wanted to upload

any CMS or maybe even any server side programs at all, anymore, for security reasons.

Now, pretty much everyone doesn't like having to add a new news article to 3 pages and

then hunt around for links in need of updating. I'm sure this contributed to the bitrotting.

I also would not like doing everything client side, as I feel everyone should be able to

read a mostly static website without _javascript_ enabled, but that would be necessary,

if it can not be done server side.

Only remaining solution is cutting out the list pages, copy over the sitemap and shorten it,

to only have each news items text in a single page. I never liked pagination as a website user

anyways.

I also thought about letting it be in current form, now that I fixed all broken links and other stuff.

This just encourages new brokenness developing again over time.


 

Greetings,

 

wintertime

 

Gesendet: Montag, 23. Dezember 2019 um 11:19 Uhr
Von: "D Blakeley via Freecol-developers" 
An: freecol-developers@lists.sourceforge.net
Betreff: Re: [Freecol-developers] Website fixes





 

Thanks Winter I'm looking forward to see all these changes you've been busy on. As discussed in the forums something has gone wrong between sf & github as when mike did the update some changes went on to the live site but some didn't. 

 



> - www.freecol.org/bugtracker contains broken remains not inside git,

> maybe same for www.freecol.org/featuretracker or other directories.

> Needs checking with ftp access?

> - Some older news items (I think 0.9.4 and older) contain broken

> bugtracker and featuretracker links, I do not have a replacement for.

> Are these still accessible somewhere in bugtracker or as changelogs?

> - Maybe fix the stuff in cv3-discoverer-english to be an actual,

> accessible html page?



> - Maybe look through docs, templates, images and create-new-article

> directories for things to update or delete?

> - [Maybe convert the xhtml1.0 transitional to html5?]

 

Unfortunately I'm no help to you with these ones as they are beyond my skill sets and/or they require intimate knowledge of the sites workings and history. But I'm guessing you were more after feedback from Mike and the others on these anyway.

 

> - [Maybe clean up the div-soup and table-soup everywhere?]



> - [Maybe make the website prettier somehow?]

 

These ones I may be able to help you with, but with help and guidance. Eg you guys overhaul one section, show it to me and then I attempt to replicate the improvements across other sections.

And yes even with notepadd++ I struggled in that endless sea of broken divs and tables. It's a such a mess you just get lost in it all!

 

> - Maybe update some pages with warnings about the being outdated or

> move or delete?

 

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

 

> - Maybe add some new content?

> - When all is done, add news about website update.



Now these I can be a BIG help to you guys on and I've got a few ideas I've probably already mentioned before. Best of all I can pretty much do some of them myself without bothering you guys every 5 minutes.

 

The current screenshots section is DISMAL.. the newest pics are from version 7.0 for christ sake lol, it really undersells your game as you've made numerous engine and terrain improvements since those pics. So I'm thinking I can update more-screenshots.html with some of those HD pictures I made and showed you guys before at imgur.com/a/lBEsMJB (I'm thinking I might take a new HD screenshot with the classic wooden mod interface turned on just for people who like the old one too) and put them above the old 7.0 pics in a new 12.0 pre-release test images section. Then update the main screenshots.html file to use some of these new pics too. I'm guessing you'd rather onsite hosting instead of offsite so I can upload my pngs to your github website images folder for usage.

 

I also want to add a new videos.html pag

[Freecol-developers] Website fixes

2019-12-15 Thread winter
Hi,

I fixed most remaining broken things on the website now, but removed
some broken stuff, like rss feeds.

There is still a few problems remaining:
- www.freecol.org/bugtracker contains broken remains not inside git,
maybe same for www.freecol.org/featuretracker or other directories.
Needs checking with ftp access?
- Some older news items (I think 0.9.4 and older) contain broken
bugtracker and featuretracker links, I do not have a replacement for.
Are these still accessible somewhere in bugtracker or as changelogs?
- Maybe fix the stuff in cv3-discoverer-english to be an actual,
accessible html page?
- Maybe look through docs, templates, images and create-new-article
directories for things to update or delete?
- Maybe update some pages with warnings about the being outdated or
move or delete?
- Maybe add some new content?
- [Maybe convert the xhtml1.0 transitional to html5?]
- [Maybe clean up the div-soup and table-soup everywhere?]
- [Maybe make the website prettier somehow?]
- When all is done, add news about website update.

If you have time and comments on above questions, please do!

Greetings,

wintertime



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

2019-12-07 Thread winter
Hi,

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

I've also gone through many other pages and corrected/updated them.
Double-checking and a few more suggestions are welcome. ;)

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.

When everything is done, an update of the real website would
need to be triggered by someone with access.

Fyi., text-only is still preferred for the mailing list, I think.

Greetings,

wintertime



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

2019-12-04 Thread winter
Hi,

> Gesendet: Montag, 02. Dezember 2019 um 21:30 Uhr
> Von: "Michael T. Pope" 
> An: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] Project looks abandoned due to presentation 
> issues
>
> On Mon, 2 Dec 2019 14:14:36 +0100
> win...@genial.ms wrote:
> > sorry I could not participate much last years, cause I had to concentrate 
> > on other things.
> > I still tried to keep up with reading all new messages.
> > I'm also kind of sad that no new release got out meanwhile, as last news I 
> > read on it
> > there were only 2 bugs blocking it.
>
> I regret this too.  My involvement has been cut drastically due to a
> family health issue.  I remain hopeful to get back to FreeCol after
> Christmas.

I wish you all the best.

> > I found this news item: 
> > https://sourceforge.net/p/freecol/mailman/message/36041651/
> > I wonder why it was never added to the website, to tell about the nightlies?
> > 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.
> > Additionally/Instead, maybe another news item about how work the 0.12.0 
> > release is going
> > would be nice. I'd need a few lines of text for that though.
>
> Are the nightly builds still running?  David has been quiet too.
>
> Cheers,
> Mike Pope

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.

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



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

2019-12-02 Thread winter
Hi,

sorry I could not participate much last years, cause I had to concentrate on 
other things.
I still tried to keep up with reading all new messages.
I'm also kind of sad that no new release got out meanwhile, as last news I read 
on it
there were only 2 bugs blocking it.

I found this news item: 
https://sourceforge.net/p/freecol/mailman/message/36041651/
I wonder why it was never added to the website, to tell about the nightlies?
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.
Additionally/Instead, maybe another news item about how work the 0.12.0 release 
is going
would be nice. I'd need a few lines of text for that though.

I'm not sure if there is a script updating the website from git or if Mike has 
to
upload it manually? This would be good to know beforehand.

Greetings,

wintertime



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Re: [Freecol-developers] Welcome David Lewis

2017-08-09 Thread winter

 

Welcome David,

 

nice to have a new active contributor!

 

Greetings,

wintertime

 

 

Gesendet: Mittwoch, 09. August 2017 um 18:28 Uhr
Von: "David Lewis" 
An: "Michael T. Pope" , "FreeCol Developers" 
Betreff: Re: [Freecol-developers] Welcome 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  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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Re: [Freecol-developers] 0.12.0

2017-07-30 Thread winter

Hi,

 

it was 0.11.7, but later on it was decided to go for 0.12.0, because

too many/big changes had accumulated. Its just that noone updated the

name of the wiki-page.

Btw., I'm also hoping we can have a release soon, just having not much time

myself atm.

 

Greetings

 

wintertime

 

Gesendet: Samstag, 29. Juli 2017 um 17:06 Uhr
Von: "David Lewis" 
An: "Michael T. Pope" , freecol-developers@lists.sourceforge.net
Betreff: Re: [Freecol-developers] 0.12.0


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  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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[Freecol-developers] Combined river styles

2017-02-20 Thread winter
Hi,

I had mentioned before that I wanted to make combined
river styles available in the map editor, as we have
the art already and it would give map makers more choices.
I implemented it now and would like to have some feedback
before I put it into the official repo.
https://github.com/wintertime/FreeCol/tree/more-river-styles

I added another button to the map editor panel where
all styles are available, but kept the simpler function
where you can add/remove river arms, as they work differently.
One tries to make the change, the other forces the new style
and may add more rivers when you want connections that would
otherwise be broken. You think its a good idea to keep both
to allow for using the simpler one mostly?
Would you change the tooltip text I added to give more
information on how it works?

A minor problem with the change is that it reintroduces
an overly large river style menu.
Would you filter out the simple styles from the style button?
Or have separate buttons for minor, major and combined styles
to reduce the size of the style dialog, even though it might
confuse people?
Or just add the previously requested scroll bars and be done?

I tested that I can add rivers with minor and major
river-arms using the map editor now and they also stayed
when I saved the map, restarted and reloaded the map.
What I still need to test is creating a decent test-map and
see if starting a new game with such a map would actually work.


Greetings,

wintertime

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Re: [Freecol-developers] SourceForge is unusable again

2017-02-19 Thread winter

Hi,

 

I couldn't reach the git on SF today, too. Same with my fork on SF.

I was just hoping it'd be back online soon.

 

That you often can not push large amounts of data seems to be

a different problem, which had me give up on updating my SF-fork

after the mentioned psd-file commits.

It looks like your and my github are at same commit SF got anyway,

so you are not missing out an anything important at least for today.

 

As to the suggestion for leaving SF, I fear it would be more difficult

than you think, because there is no forums on github and finding new

replies on its single issue tracker can be harder.

As you say the more reliable git would be a plus. And you are right,

the SF-merge-requests are pretty much unusable for non-fast-forward

merges (which made me go the same remote add+fetch route as

for github repos when they were used). At least using a DVCS like git

makes it easier to grab stuff off repos on other hosts.

 

 

Greetings,

 

wintertime

 

 

Gesendet: Sonntag, 19. Februar 2017 um 14:57 Uhr
Von: Fenyo 
An: Freecol-developers@lists.sourceforge.net
Betreff: [Freecol-developers] SourceForge is unusable again

Hi folks,

I write this email mainly to Mike,
but after all, it's everyone's concern.

Today SourceForge is unusable again.
I can not pull from the Repo, it always gives me this:

---
git.exe pull -v --progress       "origin"

fatal: unable to connect to git.code.sf.net:
git.code.sf.net[0: 216.34.181.155]: errno=No such file or directory

git did not exit cleanly (exit code 1) (4812 ms @ 2017.02.19. 14:37:17)
---
I got the above with this URL:
git://git.code.sf.net/p/freecol/git


Then i have tried with HTTPS, using this URL:
https://git.code.sf.net/p/freecol/git

Results:
---
git.exe pull -v --progress       "origin-HTTPS" master

error: SSL read: error::lib(0):func(0):reason(0), errno 10054 while accessing https://git.code.sf.net/p/freecol/git/info/refs
fatal: HTTP request failed

git did not exit cleanly (exit code 1) (6641 ms @ 2017.02.19. 14:37:03)
---

This is happening to me from time to time, and every time it solves on its own.
Clearly, the SourceForge is not reliable!

And when i do a PUSH with a half or a complete year of commits to my forked repo on SF,
it can NOT push that many commits.
For example i had to break to smaller parts the ~ 450MByte new resource files (PSD) at 2016 christmas,
because the damn SourceForge can not handle it as one!

ALL of the above problems NEVER happened me, when i used GitHub. Not at a single time!

I think we should REALLY migrate the whole FreeCol project from this damn SourceForge to GitHub.

Oh, and the Merge Requests (Pull Requests) are handled MUCH better at GitHub!
(Actually that is not working at all here on SourceForge, for years!)
So Enrico could present his modifications without spamming this maillist,
and i also could present mine MUCH easier.

GitHub does not have ANY performance issues like SourceForge has!

Guys, what do you think?


Regards,
Fenyo 




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Re: [Freecol-developers] emails from patches

2017-02-14 Thread winter
Appealing to self-authority is a bad choice when clearly showing
lack of knowledge. Please, learn about the Pareto Principle and
Amdahl's Law!
I do not appreciate making strawman arguments from the least
important part of my email where I describe that I have to do
some manual extra steps, as I'm using webmail not Pine on UNIX;
that means not misrepresenting that as not knowing about git am.
I do not appreciate ad hominems about how we supposedly not care
about the code in the repository.
You might profit from learning what to avoid there, as there could
be more: https://yourlogicalfallacyis.com/

It would be nice if you also avoided trying to optimize the 90% of code
which are not taking a significant part of the time spent in the
program, as that wastes both your and others time.

I'd appreciate you following the scientific method. For example,
if you profile and see no measurable improvement, do not try to find
reasons why this test data might be ignored, instead try to improve
things and reconsider your prevailing views.

Btw., it should be clear someone committing patches needs to
verify that they work and for optimizations theres an even higher
barrier of showing they improve the performance significantly enough
to justify changing the code (which might introduce bugs, make it more
complicated and takes human resources). As you did not provide
profiling results before, you implicitly asked for others to
produce these.


> Gesendet: Dienstag, 14. Februar 2017 um 08:09 Uhr
> Von: "Enrico Weigelt, metux IT consult" 
> An: win...@genial.ms
> Cc: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] emails from patches
>
> On 13.02.2017 15:06, win...@genial.ms wrote:
> > Hello,
> > 
> > you know how that answer feels? 
> 
> Like talking to an old kernel hacker, who's used to cope with many
> and large patch queues and therefore tries to get around w/ minimal
> bureaucracy ? :o
> 
> Having to create tickets and copy-paste patches on some website
> manually, introduces lots of extra bureaucracy. And if we wanna
> discuss about them, it gets even more bureaucratic - compared with
> simple and efficient tools like email. It doesn't even make applying
> easier - OTOH, git can apply emails (and whole mailboxes) automatically.
> 
> > Like you only value your own time, as you don't even invest enough
> > of it to write a tiny justification for each patch.
> 
> Actually, I did, where I felt that it's not obvious.
> 
> Looking at the repo history, it doesn't seem that the committers there
> seem to care much.
> 
> OTOH, many commits there dont seem to be very consistent: eg.
> introducing temporary hacks or even breaking things, which are cleaned
> up again by later commits. Those things I'd really like to prevent,
> by cleaning them up before.
> 
> So, can you imagine, how it feels, being critized about things that the
> committers are doing even worse ? Do you think that's how free adult
> people should treat each other ?
> 
> By the way: maybe it's just a language problem, but the term
> "justifications" sounds a bit like being tackled by a supervisor or a
> judge. Obviously, we're all free men here, and nobody here has to
> justify himself for another.
> 
> > Then it costs others about twice as much time to figure out
> > what to do with such a patch, cause of reverse engineering the reasons
> > you made it from the code, before verifying it actually works.
> 
> If you've got any questions, please ask.
> 
> > I still saw no numbers from you as to how much cpu time these supposed
> > optimization patches would conserve, and I suspect its because you
> > still did not profile. 
> 
> Actually, I did a few profilings, but it's hard to get any useful
> numbers, as the jitter is just too high, and it's just not worth
> the effort und patch-by-patch basis.
> 
> OTOH, as an seasoned sw-engineer w/ >25yrs experience (who also used
> to build its own computers, aeons ago), I might have some piece of
> understanding, whats going on under the hood and so dont need to
> measure every single piece.
> 
> > That means we'd have to take the time to profile
> > and most likely see no significant improvement to justify changing
> > the code.
> 
> Why do you need to do that ? Did I ask you to do that ?
> 
> For most of my optimization patches it should even be obvious that they
> bring some improvements (whether it's actually noticable in an
> individual case is a different story), for anybody who knows a bit
> about java and jvm.
> 
> Lets take a simple but common example:
> 
> --- a/src/net/sf/freecol/common/model/Europe.java
> +++ b/src/net/sf/freecol/common/model/Europe.java
> @@ -386,7 +386,8 @@ public class Europe extends UnitLocation
>  Player player = getOwner();
>  Market market = player.getMarket();
>  int price = 0;
> -for (AbstractGoods ag : transform(goods,
> AbstractGoods::isPositive)) {
> +for (AbstractGoods ag : goods) {
> +

Re: [Freecol-developers] River styles

2017-02-12 Thread winter
Hi,

> Gesendet: Sonntag, 12. Februar 2017 um 03:16 Uhr
> Von: "Michael T. Pope" 
> An: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] River styles
>
> On Sun, 12 Feb 2017 12:02:55 +1030
> "Michael T. Pope"  wrote:
> > > Btw., I could not get the integrity checker to output something useful:
> > > $ ant validate-savegame 
> > > -Dsavegame=../../freecol/save/14e3a40e_Niederländisch_1508.fsg  
> > 
> > OK, that one is validating the game against the schema.  I will look into
> > what is happening there.
> 
> Simple omission in the schema.  Fixed in git.40feb43.  Your game now
> passes schema-validation.

Sorry, but for me (git.70910a33) not:
$ ant validate-savegame 
-Dsavegame=../../freecol/save/14e3a40e_Niederländisch_1508.fsg
Buildfile: C:\Users\Sebastian\Documents\NetBeansProjects\FreeCol\build.xml

init:

compile:

build:

validate-savegame:
 [java] Processing file ..\..\freecol\save\14e3a40e_Niederl▒ndisch_1508.fsg
 [java] cvc-complex-type.2.4.a: Ung▒ltiger Content wurde beginnend mit 
Element 'serverGame' gefunden. '{serverPlayer, serverUnit, 
serverIndianSettlement}' wird erwartet. at line=15 column=350

BUILD SUCCESSFUL
Total time: 1 second


> Meanwhile, the integrity tester fails due to bad tile improvements, but the
> log shows that the fixes worked[1].  The same applies to the game attached
> to BR#3025 --- do you know what the problem was there?
> 
> [1] git.94c72d7 improves the --check-savegame messages to distinguish the
> failed-but-fixed case and to point to the log file.

You mean later than git.f3288756 ? TileImprovement.checkIntegrity is
relying on update[Road/River]Style methods to fix something and only
reports something if these changed something.
That means it could not report problems earlier, but null roads exist
in nearly all savegames, which means 99.99% of all savegames will
show "failed, but fixed" now (unless someone exterminated all Indians,
removing the unconnected virtual roads inside their settlements,
and all European roads have a neighbouring road to connect to,
including virtual ones for colonies).
You can pretty much ignore all messages with
"WARNING: Fixing improvement style from null to  at "
for the moment. I assume there was some other problem in BR#3025,
but more information on it would have been nice.
You could try the branch from my github on some savegames, as it
catches and prints a few other problems with the improvement styles,
but most likely will __not__ catch the problem from BR#3025, too.

Theres the philosophical question left on if the null rivers were
a bug in updateRoadStyle or just the accepted old savegame format.
The old message treats it as a bug now, but one might argue that
if its just been the normal save format it could just silently
fix it until 0.13.0.


Greetings,

wintertime

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Re: [Freecol-developers] 0.12.0

2017-02-08 Thread winter
FreeCol 0.11.x is the tool to upgrade 0.10.x games. You just need to load and 
save again.
0.10.x should do that for 0.9.x saves and so on.

I'm just not sure how far it goes and if its just savegames or also mapfiles. I 
guess, sometimes it even includes savegames affected by some long fixed bug, 
but would like to get confirmation on that.

> Gesendet: Mittwoch, 08. Februar 2017 um 17:53 Uhr
> Von: "Petr Fišer" 
> An: "Michael T. Pope" 
> Cc: "FreeCol Developers" 
> Betreff: Re: [Freecol-developers] 0.12.0
>
> Hi,
> Your note about breaking save games got me thinking - what about a
> tool/feature for upgrading savegames to current *release* versions.
> It is still a bit clunky but at least people will not lose their saved games.
> Of course this means some development work and the overall benefit may
> not be worth it... just an idea.
> Fiisch
> 
> 2017-02-08 12:20 GMT+01:00 Michael T. Pope :
> > Somewhat reluctantly I have concluded we are going to need to forgo 0.11.7
> > and bump the (semi-)major version number for the next release.  wintertime
> > and I have both hit places where the 0.10.x compatibility code is impeding
> > progress, so it is time to drop support for the 0.10 format save games and
> > protocol.  I do not like doing this, as its unhelpful to the users, but at
> > least the 0.11 series has been reasonably long.
> >
> > Meanwhile I strongly suspect I have also already broken even some old
> > 0.11.x games, but I am not planning to fix that until stabilizing the
> > comms changes.  Some of these will now be easier, and progress continues.
> >
> > The comms protocol has already changed, however I bumped the protocol
> > version number a while back so no issues should have arisen there.  To
> > clarify: we promise that FreeCol 0.x.* can read 0.x.* and 0.x-1.* format
> > games, but do not promise FreeCol can interoperate in multi-player unless
> > the protocol versions match.  We try not to vary the protocol version
> > within a series 0.x.*, but it has happened.
> >
> > Cheers,
> > Mike Pope

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Re: [Freecol-developers] River styles

2017-02-05 Thread winter
Hi,

> Gesendet: Sonntag, 05. Februar 2017 um 04:14 Uhr
> Von: "Michael T. Pope" 
> An: win...@genial.ms
> Cc: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] River styles
>
> On Sat, 4 Feb 2017 00:32:30 +0100
> win...@genial.ms wrote:
> > I meanwhile think its actually more about preventing malformed data from
> > being saved.
> > Some parts of the code already try to prevent it, but there are a few
> > loopholes which I now know need to be prevented from allowing broken rivers.
> > One example is removing a river tile and the neighbours keeping broken
> > connections.
> 
> Ugh.  Yes, that is probably worth preventing.

I'll see if I can fix that.

> BTW I just got to playing about with the map editor and made some rivers.  
> I did not have any problems, and it is definitely less aggravating to use
> than the older design.  Glad you got to that.

Thank you.

> > > > > the compatibility code  
> > 
> > It looks like a bug to me to call updateRiverConnections and I guess
> > also updateRoadConnections from the compatibility code inside the
> > checkIntegrity method, because they make changes to the data when
> > they might not be allowed to, as the fix parameter is only checked later
> > for some other changes.
> 
> I agree that sounds buggy.  IIRC the semantics of updateRiverConnections
> changed a few times and probably desynced with its use in the integrity
> checker.
>  
> > I wonder if caching the connections really does improve performance
> > and if TileImprovement.connected could be removed to simplify the code?
> 
> Put up a patch or pull req and I will add it to the overnight test queue.
> Looking at it again, I am hopeful the effect will be hard to measure.
> Definitely a good thing to have got away from a hex string representation.

I made the changes but it were 2 commits, so I tried to put it on my
SF fork and repeatedly got unpack errors from the SF git. Sometimes,
I also get these on normal single commits on the FreeCol repository,
but there its no problem to repeat it.
Updating the fork is near impossible and I've given up on it for
the moment, as the probability of the error seems proportional to
the size of the pushed data and my fork was outdated by years needing
over 400MB to be pushed, which I tried more than once.
I wish they had an update button on the website.
I ended up putting it on github, although I had to push the whole
repository there again:
https://github.com/wintertime/FreeCol/tree/noconnected
You can use git remote add and git fetch commands to get the branch
off of github.
I only tried a bit in map editor and let ant test/testall run and
fixed the code to work with that, but the changed code is not called
from many places in the game anyway.


> That may even have come up at the time.  Once again, IIRC I think we were
> just relieved to have something that worked, improved the save format, and
> dealt with the backwards compatibility.  Appetite for further thrashing
> was limited by a desire to push forward to a release.
>  
> > If more places would use TileImprovementStyle instead of strings
> > containing a style it would improve the code. The class could then
> > internally handle manipulating the style strings, instead of many
> > different places knowing the format of these strings.
> 
> I believe that was the intent.  As you note, the work was incomplete.
> 
Interesting, maybe that can be improved.


Greetings,

wintertime

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Re: [Freecol-developers] Git ignore fixes from Enrico Weigelt

2017-02-04 Thread winter


> Gesendet: Samstag, 04. Februar 2017 um 11:46 Uhr
> Von: "Michael T. Pope" 
> An: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] Git ignore fixes from Enrico Weigelt
>
> Fix on the way.
> 

Shouldn't it be:
doc/FreeCol.4ct
and so on?

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Re: [Freecol-developers] River styles

2017-02-03 Thread winter
Hi,

> Gesendet: Freitag, 03. Februar 2017 um 23:17 Uhr
> Von: "Michael T. Pope" 
> An: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] River styles
>
> On Wed, 1 Feb 2017 13:44:31 +0100
> win...@genial.ms wrote:
> > I might have been not clear enough on which type of half-connections
> > I meant. You thought I spoke about a normal river-beginning in the middle
> > of a tile. I was talking about the river ending on the boundary of a tile,
> 
> Like the appearance we have when flowing into a great river?

No, I meant just a river tile with a connection into a direction where
a tile without a river or with a river but with no connection into
the opposite direction is.

> > where I doubt if that is looking nice enough and am currently slightly
> > in favor of forbidding it.
> 
> I do not have a strong opinion there.  Generally though its best to keep
> the map editor minimal, as it is rare for anyone to work on it:-).

I meanwhile think its actually more about preventing malformed data from
being saved.
Some parts of the code already try to prevent it, but there are a few
loopholes which I now know need to be prevented from allowing broken rivers.
One example is removing a river tile and the neighbours keeping broken
connections.

> > > the compatibility code

It looks like a bug to me to call updateRiverConnections and I guess
also updateRoadConnections from the compatibility code inside the
checkIntegrity method, because they make changes to the data when
they might not be allowed to, as the fix parameter is only checked later
for some other changes.

> > I know you dont like bumping that number, but I'd think you doing
> > that large refactoring of the client-server-messaging, where you
> > mentioned it caused instability, would be enough for a .0 version
> > to inform users its not just a patch release with some bugfixes.
> > We are only few people and trying to keep compatibility while
> > still in 0. major version is nice but can add extra work, so it
> > should be permissible to shorten the range of supported versions -
> > sometimes. If its already broken anyway then it should at least
> > be signaled through the version number.
> 
> Bumping the number/incompatible saves always annoys the users.  However,
> we have been on 0.11.x at least as long as 0.10.x so my resolve is
> weakening.  I will experiment a little and see how badly my test games
> break without the compatibility code (they are from 0.10.3 IIRC), and/or
> whether the migration path by reading in 0.11.x and rewriting keeps them
> alive.

I found some other pieces of related 0.10.5 compatibility code and
one just makes broken rivers invisible in a display method
(style==null rivers might be fixed on loading instead?).
IIRC there was even more that makes it difficult to allow mixed
style rivers, such as styles getting overwritten by recreating them
from the connections which are just labeled as a cached bitmap,
which also does not help as these are binary, which means its
not a lossless transform after adding that feature.
Its probably better to wait with that until the compatibility code
is gone, as that reduces the complexity of the change. Without
the version bump I'll just filter the duplicates from the river
style dialog, close the BR and not add mixed rivers.

I wonder if caching the connections really does improve performance
and if TileImprovement.connected could be removed to simplify the code?

There is all kinds of other entanglement like putting together a
style string, updating the connections, then converting it back
to a string, then into TileImprovementStyle class, all inside
a loop repeatedly changing the same tiles from different directions.
If you select a whole rectangle of tiles in the map editor to
add or remove rivers or change their styles, it loops over the tiles
one tile changes its neighbours, the loop continues and they get
changes again leading to chaotic unpredictable changes to the
river styles. Everything would need to be turned inside out to
first add all improvements, then add missing connections to all
tiles styles, then revome superfluous/broken connections on all tiles,
then update the connection cache, to have predictable results
(it would also avoid doing much of the work many times), but that
would require changing much code.

If more places would use TileImprovementStyle instead of strings
containing a style it would improve the code. The class could then
internally handle manipulating the style strings, instead of many
different places knowing the format of these strings.


Greetings,

wintertime

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Re: [Freecol-developers] [PATCH] client: gui: panel: harmonize close behavior of panels - enable ESC for all

2017-02-03 Thread winter
Hi,

> Gesendet: Freitag, 03. Februar 2017 um 18:57 Uhr
> Von: "Enrico Weigelt, metux IT consult" 
> An: win...@genial.ms
> Cc: Freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] [PATCH] client: gui: panel: harmonize close 
> behavior of panels - enable ESC for all
>
> Looks like it something broke the mail path or copying it out.
> Perhaps just cherry-pick from here:
> 
> https://github.com/oss-qm/freecol/tree/SUBMIT_panel_esc

I fetching the branch from your github worked.

> > From what I see it would couple the esc key in all panels
> > with the ok button, but some might also have a cancel button,
> > which is the more natural fit for the esc key and having the
> > key activate ok in that case may confuse users. 
> 
> IMHO, these dialogs already set this key binding on their own,
> thus overwriting the default my patch introduces.
> 
> > Though
> > I'm not sure atm if its only dialogs that have a cancel button
> > in FreeCol or if theres also some panels. Did you check for this?
> 
> Should only affect those panels that have an ok button. At least,
> other panels dont just close on pressing esc.
> 
> OTOH, of course, we could introduce a flag for that.
> Maybe even more generalized by some standard buttons attribute,
> eg. whether we have just ok, or and abort, etc.
> 
> 
> --mtx
> 
> 

Sorry, but I can not apply this patch. When I was looking at it
with more context than in the diff I saw that you basically
moved a local hack from one panel to subvert the method which
already tries to do what you want to add, but with the option
of overriding the button used for the esc key.
By default FreeColPanel.setCancelComponent already gets already
called with the ok button as argument in the FreeColPanel
constructor and then some other Panels call it again to set
another button instead.

I think, the right method to fix the problem would be to actually
find out why calling the unmodified FreeColPanel.setCancelComponent
is not enough to actually allow the esc key to work, which is a bug
you btw. could have reported to the bugtracker.
May I suggest you find the underlying problem and provide
a real bugfix?


Greetings,

wintertime

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Re: [Freecol-developers] [PATCH] client: gui: panel: harmonize close behavior of panels - enable ESC for all

2017-02-02 Thread winter
Hi,

I wanted to try it out to possibly apply it, but when I
copied the patch into a file and used git apply, I got:
"error: corrupt patch at line 11" although it did
not look corrupted to me?

>From what I see it would couple the esc key in all panels
with the ok button, but some might also have a cancel button,
which is the more natural fit for the esc key and having the
key activate ok in that case may confuse users. Though
I'm not sure atm if its only dialogs that have a cancel button
in FreeCol or if theres also some panels. Did you check for this?

Btw., have you tested already if all panels still work correctly?


Greetings,

wintertime


> Gesendet: Donnerstag, 02. Februar 2017 um 16:34 Uhr
> Von: "Enrico Weigelt, metux IT consult" 
> An: Freecol-developers@lists.sourceforge.net
> Betreff: [Freecol-developers] [PATCH] client: gui: panel: harmonize close 
> behavior of panels - enable ESC for all
>
> ---
>  src/net/sf/freecol/client/gui/panel/ColonyPanel.java  |  8 
>  src/net/sf/freecol/client/gui/panel/FreeColPanel.java | 12 
>  2 files changed, 12 insertions(+), 8 deletions(-)
> 
> diff --git a/src/net/sf/freecol/client/gui/panel/ColonyPanel.java 
> b/src/net/sf/freecol/client/gui/panel/ColonyPanel.java
> index 62429528198..7fce63942dd 100644
> --- a/src/net/sf/freecol/client/gui/panel/ColonyPanel.java
> +++ b/src/net/sf/freecol/client/gui/panel/ColonyPanel.java
> @@ -271,14 +271,6 @@ public final class ColonyPanel extends PortPanel
>  traceWorkButton = 
> Utility.localizedButton("colonyPanel.traceWork");
>  }
>  
> -// Use ESCAPE for closing the ColonyPanel:
> -InputMap closeIM = new ComponentInputMap(okButton);
> -closeIM.put(KeyStroke.getKeyStroke(KeyEvent.VK_ESCAPE, 0, false),
> -"pressed");
> -closeIM.put(KeyStroke.getKeyStroke(KeyEvent.VK_ESCAPE, 0, true),
> -"released");
> -SwingUtilities.replaceUIInputMap(okButton,
> -JComponent.WHEN_IN_FOCUSED_WINDOW, closeIM);
>  okButton.setText(Messages.message("close"));
>  
>  InputMap unloadIM = new ComponentInputMap(unloadButton);
> diff --git a/src/net/sf/freecol/client/gui/panel/FreeColPanel.java 
> b/src/net/sf/freecol/client/gui/panel/FreeColPanel.java
> index 5f04eead564..6bc301eb1ee 100644
> --- a/src/net/sf/freecol/client/gui/panel/FreeColPanel.java
> +++ b/src/net/sf/freecol/client/gui/panel/FreeColPanel.java
> @@ -31,10 +31,12 @@ import net.sf.freecol.common.model.Specification;
>  
>  import javax.swing.AbstractButton;
>  import javax.swing.Action;
> +import javax.swing.ComponentInputMap;
>  import javax.swing.InputMap;
>  import javax.swing.JButton;
>  import javax.swing.JComponent;
>  import javax.swing.KeyStroke;
> +import javax.swing.SwingUtilities;
>  import java.awt.FlowLayout;
>  import java.awt.LayoutManager;
>  import java.awt.event.ActionEvent;
> @@ -208,6 +210,16 @@ public abstract class FreeColPanel extends MigPanel 
> implements ActionListener {
>  inputMap.put(KeyStroke.getKeyStroke(KeyEvent.VK_ESCAPE, 0, true),
>   "release");
>  
> +// Use ESCAPE for closing the panel
> +InputMap closeIM = new ComponentInputMap(okButton);
> +closeIM.put(KeyStroke.getKeyStroke(KeyEvent.VK_ESCAPE, 0, false),
> +"pressed");
> +closeIM.put(KeyStroke.getKeyStroke(KeyEvent.VK_ESCAPE, 0, true),
> +"released");
> +
> +SwingUtilities.replaceUIInputMap(okButton,
> +JComponent.WHEN_IN_FOCUSED_WINDOW, closeIM);
> +
>  Action cancelAction = cancelButton.getAction();
>  getActionMap().put("release", cancelAction);
>  }
> -- 
> 2.11.0.rc0.7.gbe5a750
> 
> 
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Re: [Freecol-developers] River styles

2017-01-31 Thread winter
Hi,

> Gesendet: Dienstag, 31. Januar 2017 um 09:27 Uhr
> Von: "Michael T. Pope" 
> An: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] River styles
>
> On Sun, 29 Jan 2017 15:52:52 +0100
> win...@genial.ms wrote:
> > I was trying to improve how rivers are handled by the
> > map editor, which currently is annoying to use.
> > It seems that TileImprovement.updateRiverConnections
> > got 3 conflicting uses requiring different handling.
> > 1. right click on a land tile without river to add
> > a river in map editor, where it should probably
> > autoconnect to neighboring tiles
> 
> Through add/removeRiver.  This is indeed the primary use.

removeRiver actually was never called and when I tried
using it, it did not work somehow, so I ended up
moving/reusing the same two-liner accessing some container,
to remove it there which the game already used.

> > 2. setting a river style through the RiverStyleDialog
> > in map editor, where it should just --set-- the
> > selected style
> 
> Agreed.  We probably need a simpler setRiver.  The current code
> has the benefit of at least trying to maintain continuity.  This is
> helpful but not vital IMHO.  So if autoconnection is proving troublesome I
> do not object if you drop it, or perhaps highlight discontinuities?

Its actually inconsistent enough already that you could
get a river tile with a connection to its neighbor without
when using the editor.
I wonder if that might have been allowed to allow for twice the
granulatrity for editing rivers, but might also just be yet another bug
in the update method.

> > 3. TileImprovement.checkIntegrity where some 0.10.5
> > compatibility code tries to validate if there are
> > wrong connections between river and road tiles
> > For 3. I need to know how these old maps were bugged.
> 
> I doubt anyone recalls that any more.  The compatibility code was
> probably written for 0.10.0 and moved around (back then I was less careful
> to be sure that the 0.x.y annotations were added).  The only hint will be
> in remaining compatibility code and by rolling back versions.  Do you
> really need to know?  AFAICT checkIntegrity is effectively checking that
> the given style is correct in the new format and possibly replacing it if
> not, almost as if placing a new river on the tile, as in #1.

Thing is, I'd like to remove that code as I think it might
also screw up completely legitimately mapped rivers.
I'd also like to know if half-connections are permissible
or a no go.

> > For the map editor, I think I will change both river
> > buttons in the panel to work like the other buttons
> > in that a right click is just adding or removing
> > the improvement and not annoyingly opening the dialog
> > for choosing the style every click into a rivertile.
> > Then I'd add a separate button for choosing a style,
> > where I then open the river style dialog, without
> > the delete button inside it.
> 
> I think this is sensible.

Already done, would be happy if anyone tries it out. :)

> > There I would like to know, is it permissible to
> > set combined river styles like 1012? Currently
> > such styles get silently ignored and transformed
> > into something like 1011 or 2022, which I find
> > unintuitive and limiting.
> 
> Do we have art for this?  If not, that may be the reason it was not
> implemented.  That or Col1 compatibility.  Generally I prefer to see fewer
> restrictions, so this makes sense to me.

The sole reason I ask about this is that the art files
are there, loaded into the game and then the river style
dialog displays all available styles already, making it
so large a bug report got created, but the update method
ignores where "1" or "2" is and just puts the number
contained in the tile already on all connections.
Its just a question of if its allowed to put that into
a map file and finding some better algorithm to connect
the visual style to the stored river size and this decision
is blocking me from either filtering and keeping current
behavior or modifying the update to allow it.
I guess theres no gameplay difference between minor and
major rivers anyway, but I'd like to use those art files
for allowing nicer looking maps.
I wonder if the random map generator would generate
such pieces already, or not but should, or not because reasons,
though I did not check this. Same for the standard maps.

Btw., we even have 2 sets of art for this, the light blue
rivers we use atm and another set of dark blue with kinda
strange widened river connections, where I guess I kinda
half-remember reading its a failed experiment but I
could be wrong.
Should the dark blue set be moved to "unused" or put into
a mod?


Greetings,

wintertime

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Re: [Freecol-developers] getGame() + getSpecification() calls

2016-12-26 Thread winter
Hi,

> Gesendet: Montag, 26. Dezember 2016 um 20:44 Uhr
> Von: "Enrico Weigelt, metux IT consult" 
> An: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] getGame() + getSpecification() calls
>
> I'm not so confident w/ java profiling, so any tips appreciated.
> 

>From what I remember when doing it some time ago, the client-server 
>communication
looks as if it was a hotspot, but I think thats wrong as its counting
waits on sockets as if they used processor time. The xml parsing also
contributed some.
The real hotspot is MapViewer.displayMap, as there are huge nested loops,
but I already improved it some. It ends up inside simple stuff like Map and,
for example, Map.getTile gets called a huge number of times, such that a small
improvement there could be huge.
One really bad spot called from the map display is ImageLibrary.getStringImage
and if you could reimplement the outlined text drawing in some clever way,
without the very slow getRBG and setRGB calls, it would be a nice improvement.

> > Or indeed, imagine that you went ahead and turned all the game objects
> > into suitable singletons and accessed them that way, *and* measured the
> > difference --- let me speculate the gain would be *tiny* if anything as a
> > lot of those calls will be getting auto-inlined anyway.
> 
> Does the inlining also happen on bytecode level - before jit gets active
> ? The reason for my question: according to the jre docs,
> methods have to be called 1k times before jit starts.

I think that wont matter for performance, but I have a dislike for singletons,
as they hide dependencies and encourage them. If you insist on trying to improve
that, you should instead try to have less classes need access to those often
shared references.

> > I am sorry I keep arguing with you, I really appreciate that you want to
> > improve the FreeCol codebase, but we need to put our effort into stuff
> > that is *broken*.
> 
> Okay, which ones do you suggest ?
> 

If you reimplemented GUI.createMiniMapThumbNail it would be appreciated, as
it is bad reuse of the gui class drawing the ingame minimap and
IIRC it is still bugged in that the map editor does not save a thumbnail image.


Greetings,

wintertime


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Re: [Freecol-developers] Contribute

2016-12-26 Thread winter
Ok, it was no fun, as it took much longer than I imagined it would,
but everything I wanted to commit is pushed now.
Doublechecking for missing stuff would be useful.
I'm not completely sure if its right to exclude that stuff from
the source distribution package, but thats how it was up till now
anyways.


> Gesendet: Montag, 26. Dezember 2016 um 16:54 Uhr
> Von: win...@genial.ms
> An: Kein Empfänger
> Cc: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] Contribute
>
> I tried 5 times now and it was almost complete 3 of them,
> I think I'll have to split the commit up and try again another time. :(
> 
> > Gesendet: Montag, 26. Dezember 2016 um 14:29 Uhr
> > Von: win...@genial.ms
> > An: "Michael T. Pope" 
> > Cc: freecol-developers@lists.sourceforge.net
> > Betreff: Re: [Freecol-developers] Contribute
> >
> > Hi,
> > 
> > I prepared the commit with all those data from SVN now, but I already had 
> > to do a huge rebase and then a crash while pushing.
> > Please, refrain from committing for a few minutes while I retry!
> > 
> > I can not promise completenes, because its been a while ago when I did the 
> > deduplication and I also deleted stuff where I felt copyright problems 
> > could arise.
> > 
> > 
> > Greetings,
> > 
> > Wintertime
> > 

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Re: [Freecol-developers] Contribute

2016-12-26 Thread winter
I tried 5 times now and it was almost complete 3 of them,
I think I'll have to split the commit up and try again another time. :(

> Gesendet: Montag, 26. Dezember 2016 um 14:29 Uhr
> Von: win...@genial.ms
> An: "Michael T. Pope" 
> Cc: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] Contribute
>
> Hi,
> 
> I prepared the commit with all those data from SVN now, but I already had to 
> do a huge rebase and then a crash while pushing.
> Please, refrain from committing for a few minutes while I retry!
> 
> I can not promise completenes, because its been a while ago when I did the 
> deduplication and I also deleted stuff where I felt copyright problems could 
> arise.
> 
> 
> Greetings,
> 
> Wintertime
> 

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Re: [Freecol-developers] Contribute

2016-12-26 Thread winter
Hi,

I prepared the commit with all those data from SVN now, but I already had to do 
a huge rebase and then a crash while pushing.
Please, refrain from committing for a few minutes while I retry!

I can not promise completenes, because its been a while ago when I did the 
deduplication and I also deleted stuff where I felt copyright problems could 
arise.


Greetings,

Wintertime


> Gesendet: Sonntag, 25. Dezember 2016 um 12:59 Uhr
> Von: "Michael T. Pope" 
> An: win...@genial.ms
> Cc: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] Contribute
>
> On Sat, 24 Dec 2016 14:40:49 +0100
> win...@genial.ms wrote:
> > A few months ago I checked out all stuff inside SVN and updated all graphics
> > in the game which only needed extraction, resizing and/or cropping. Whats 
> > left
> > to do would need some artistic skills to edit and/or merge images for whats
> > missing.
> > I also mentioned on the mailing list some time ago that we need to move many
> > files from SVN, I had even looked inside all files and deleted unnecessary 
> > ones,
> > but hesitated because it would be at least 800MB or even more added to the 
> > git,
> > even with the manual deduplication. Then I asked and IIRC did not receive a
> > conclusive answer as to if you agree to bloating the git repo that much.
> 
> Yes, I probably dropped the ball there.  I probably thought we *should* do
> it but yes 800M extra is a lot... and carefully did not come to a
> decision.
> 
> > Currently, I have problems with my computer constantly loosing power and
> > I'm not even sure if it runs long enough for such a big upload to git,
> > in case I would commit it.
> 
> OK, at your leisure and/or computer-reliability.
> 
> > Theres also a few sound files and IIRC you wanted to convert 2 or 3 of them
> > to ogg, Mike, but I dont remember which, though I explained it back then
> > on the mailing list. Not sure, but there might still be some updated
> > config files on my sourceforge fork of freecol.
> 
> I have that still on the todo list, its just well down the pile.
> 
> > Greetings and Merry Xmas,
> 
> Cheers and Merry Christmas to all FreeCol contributors, and a Happy New
> Version next Year:-),
> Mike Pope
>

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Re: [Freecol-developers] More Questions About #43

2016-11-28 Thread winter
Hi,


> Gesendet: Sonntag, 27. November 2016 um 22:07 Uhr
> Von: "Michael T. Pope" 
> An: freecol-developers@lists.sourceforge.net
> Betreff: Re: [Freecol-developers] More Questions About #43
>
> On Sun, 27 Nov 2016 15:21:55 -0500
> Dong Kim  wrote:
> > I had a few more questions about ticket #43. In order to display EU selling
> > price, we are currently creating a new string to append
> > to Messages.message(item.getLabel()), and were wondering if we would need
> > to manually add Messages.key = value in all FreeColMessages.properties
> > files in /data/strings, or just simply keep the appended string.
> 
> FreeColMessages.properties is the master messages file.  The translators
> use that to make the internationalized versions thereof in
> .../data/strings.  Do not edit those, only the master messages file.
>  

You should be careful to avoid any string manipulation on possibly translated
messages! For example, you might think its ok to just add them together and
it might then look like it was correct in English, but some other languages
can have other sentence structures and the thing you appended at the end
might need to be in the middle of the sentence in some other language or
it would be wrong.
I think, messages allow for parameters the translators can move around in
the translated sentence to avoid such problems. There are some helper methods
for doing that and you should be able to find examples in code and the
message file.

> > We also realized that this may lead to overlapping text or other unexpected
> > formatting in the UI if the text becomes too long, especially if the text
> > is in a button. Where should we look in the code to manage this?
> 
> Hopefully wintertime can comment here.  I try to keep away from UI issues.
> Generally though, where the text gets too long it can often be simplified
> by using a (small) image, particularly for goods.
> 

Swing widgets have automatic resizing, but for some elements it got disabled
somehow in the code or constraints placed. FreeCol code is not consistent
in regards to that, so it depends on the parts you want to change.
Easiest is to just try it out (and it should also look well/be compatible with
activated --gui-scale commant line option).

> > Would it > be possible to dynamically change the size of panels and buttons 
> > according
> > to the length of the text, or at least preserve text wrapping, if not done
> > so already?
> 
> I doubt it will be possible or desirable to change sizes of existing
> elements.  IIRC FreeCol generally tries to have the full text for buttons
> ready at the point of creation thus allowing the Java libraries to size
> them suitably.
> 

Yes, I'd try to avoid changing sizes, but some small adaptations might
turn out necessary. You better avoid putting too much text inside a button,
as that would look strange.


Greetings,

wintertime

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Re: [Freecol-developers] open bug review

2016-10-06 Thread winter

Hi,

 

I think that would be more like a hack and not the right way of doing it.

The look and feel stuff (IIRC in plaf folder) is the place where widgets get customized globally, but its weird und I never saw through it completely.

The problem is that a widget may be reused and may need background in one instance and no background in another instance, and both methods would change it for the whole class.

Thats why it probably needs to be set when creating that instance, which is still better than circumventing the system thats in place, checking a redundant bool and overriding on every repaint.

 

 

Greetings,

 

wintertime

 

 

Gesendet: Mittwoch, 05. Oktober 2016 um 03:15 Uhr
Von: "Caleb Williams" 
An: "FreeCol Developers" 
Betreff: Re: [Freecol-developers] open bug review







BR#2911

 * I reviewed the places where this occurs due to code and in may cases it's a small overlay with the "new" background behind a small section. One place that I don't really like the overlay is on the buttons. It does a great job of letting you know there is something new there, but it I almost feel as if a different texture would be a great way to make this stand out. Something darker perhaps. I also looked at possibly using a solid color background for readability purposes, but the colors I choose did work from what the color "should look like" to when you input that color as an RGB value. Hopefully in the next couple of days I can re-run over the some of the panels and see if I see any egregious errors.








 

 







Still looking at this, but it's possible that for certain panels or sub-panels that we may need to override paintComponent(Graphics g) so that we do not paint in the FreeCol background rather than the setOpaque(boolean isOpaque) method call mentioned earlier in the bug report itself. I have not yet experimented further with this idea.

 

Thanks,

 
--


Caleb R. Williams

 

 









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Re: [Freecol-developers] Source art files from SVN

2015-11-08 Thread winter

Hi,

 

I used the unit and colony images from the website part now to have higher res images

for when the map is zoomed in, as this was slightly less tedious than using the psd

files from old SVN (though there is some images where this will be necessary).

 

Website stuff:


While doing that I found and deleted some useless example images from the CMS.

I also noticed that the docs folder is outdated in git; its older than on the website

and probably unnecessary as it can be regenerated from the .tex files.

It would be nice if the developer.pdf and html could be added to the website.

Btw. there are many parts with weird outdated bugtracker/featuretracker embedding

and/or rss, some parts look like ad-scripting. I'd guess these could be removed,

unless your want to fix them?

There are broken links to the old sourceforge trackers inside history.html and IIRC

also some other page. I'd think these links could just be removed from the page.

 

Game:

I found there is an image for kings regular in scout role, but there is no resource key.

There are also no resource keys for other roles of the kings regular.

Is it 100% sure these can never be displayed? If for example one looses his weapons,

then finds some available horses it could result in a scout or not?

 


I found some scripts for making tiles, but did not investigate if they might work for

creating double sized rivers/forests/beaches/tile border transitions, which would

be nice to have.

 

Sadly the newer tile backgrounds have no art files in the SVN, there is only outdated

tiles and mountains. I wonder if anyone kept these somewhere?

 
It seems Stian Grenborgen added some variations to the colony images with different

fortifications 2006 in git.a1bb4545, but I did not find psd files for these in SVN, only for

the 6 older variants. Do you think there is a chance he might still have source art files

for these or other images, as there is still BR#2049 open?

Otherwise it might be possible to put together more than one of the available psd,

as I found many separate layers inside these, but that would be better done by

someone with Photoshop and more artistic talent than me.

 

Currently I just added higher res images which can be seen when zooming in the map.

Theoretically there are other images useful for people using --gui-scale option, but

I'm not sure if its useful enough to add these without suppressing loading of these

without the option (which would complicate the resource management)?

 

 

Greetings,

 

wintertime

 

 


Gesendet: Mittwoch, 04. November 2015 um 18:20 Uhr
Von: "Caleb Williams" 
An: win...@genial.ms
Cc: "FreeCol Developers" 
Betreff: Re: [Freecol-developers] Source art files from SVN


My 2 cents is to have either a separate trunk or in some way to put it in separate repository. I would have been a fan of doing that for the website too.

That way the source art is separate from the actual game-use art.

Caleb

On Nov 4, 2015 11:05 AM,  wrote:

Hi,

> Gesendet: Mittwoch, 04. November 2015 um 11:26 Uhr
> Von: "Michael T. Pope" 
>
> On Tue, 3 Nov 2015 01:17:52 +0100
> win...@genial.ms wrote:
> > some time ago we already talked about rescuing some of the
> > source art files from SVN.
> >
> > I also happened to see some old discussion on debian games mailing
> > list about what should be required in terms of source for art files,
> > which made me think about licensing requirements and if some of this
> > stuff would actually needed to be included in the source packages?
>
> I am not sure artwork is in the same category as source code.  Do the FSF
> say anything about this?

My impression is they mostly just care about source code (and partially
documentation) and that resulted in the GPL only using words referring
to code. There is some statement where they recommend using GPL even though
they say you have to know yourself what sourcecode means (as they might
not even know themself):
http://www.gnu.org/licenses/gpl-faq.en.html#GPLOtherThanSoftware
IIRC this ambiguity and uncertainty is one of the reasons CC-BY-SA was
created by people who care about artists.

> > Though it worries me that it might triple the size of the git repo.
> > What do you think?
>
> I would prefer not to grow the repo that much (indeed, I was hoping to
> evict the website directory in due course).  Perhaps we should start a
> freecol-artwork project.

Yeah, I pretty much want to avoid growing it too much, too. Thats why
I asked if you have a better idea and was trying to prune it before
adding it (I found a paint.net plugin for psd files which I'll try out).
A separate art repo might be a good idea, maybe you could convert the SVN
and git filter-branch inappropriate stuff like col1 or civ3 art.
For the website its too late already, as you fiddling around with
git filter-branch invalidates all commit hashes. I would just keep it
for 

Re: [Freecol-developers] enhanced trade routes

2015-11-05 Thread winter
Hi,

> Gesendet: Donnerstag, 05. November 2015 um 22:19 Uhr
> Von: "Michael T. Pope" 
>
> On Wed, 4 Nov 2015 21:37:50 +0100
> win...@genial.ms wrote:
> OK, that makes sense.  I think its 5 experts though (multipleMax).  You
> are right though that there should be a brake on this to stop requesting
> when there are plenty of experts, and it should also be suppressed when
> the bonus would be reduced.  In practice though, colonies change their
> production priorities moderately often, so many wishes (should:-) get
> dropped.

There is a -1 to the number of experts before the maximum is taken, so
the result can increase for up to 6.
I think reducing that 6 to 3 is better.

> > Together with what I wrote above I assume a single colony could suck up all
> > experts of one type leaving none for other colonies.
> > I think it should prioritize based on higherlevel buildings standing in the
> > colony, and as a tie breaker on input material production.
> 
> IMHO the expert should go where it can have most effect.  When the big
> AIColony rewrite was done, that was very hard to work out.  The production
> code has since been improved, and it should be easier.

Yeah, when I play my thinking is "find colony/workplace where this expert
produces most stuff and arrange for raw materials" not "look at each colony
what it could use then calculate some priorities". This is one of the things
I hope can be improved someday.

> > > > how workerwishes never get deleted, 
> > > 
> > > WishRealizatioMission calls completeWish which deletes wishes.  Is this 
> > > not
> > > happening?
> > 
> > Sorry, when writing this I did not think of distinguishing deletion of
> > outdated wishes which for some reason the colony does not need anymore
> > (for example the forests got cut down and no more trappers or woodcutters
> > needed or higher level materials stopped being produced there for some 
> > reason),
> > which I was writing about, from cleaning up fulfilled wishes.
> > updateGoodsWishes deletes outdated wishes, updateWorkerWishes does not
> 
> Goods do not have missions (although a bunch of code would be nicer if
> they did), so they need special handling in updateGoodsWishes.
> WishRealizationMission cleans up completed worker wishes because it is in
> control when the wish is completed.

Goods have transport missions, but thats besides the point. I was writing
of Wishes which can not be easiliy fulfilled, never get assigned to a mission
and then should be deleted by the AIColony when the conditions change.

> Anyway, my reservations aside, there is certainly enough substance here
> that this area could do with a revisit.  I have got as far as grabbing and
> reading your aicleanup patch, and expect to start merging it soon.  BTW,
> why in an abstract class like AIPlayer do you want to have methods with
> empty implementations (i.e. "{}").  Surely declaring them abstract
> is clearer?

Normally yes, but I decided it would be cleaner that way:
- removeAIColony and removeAIUnit are optional hooks for when an AIPlayer
is creating more data structures. Both get overwritten only once and I
think in that case its better to provide a sensible default than force
duplicated dummy implementations.
- getNeededWagons, scoutsNeeded and completeWish are necessary to avoid
type testing for EuropeanAIPlayer (and resulting crashes in alternative
AI-implementations), mainly in AIColony, AIUnit and some Missions.
Some tests sadly do that, too, and I still need to figure out a solution
for these.
As native players are not using AIColony and have that ai-settlement code
inline (and its problematic as multiple inheritance would not work, but
adding an interface would clutter the code more and require type testing
for the hypothetical weird EuropeanAIColonyCallbacks interface in AIColony),
its currently better to provide dummy methods in the AIPlayer base class
(until other code can be reorganized, if even possible).


Greetings,

wintertime

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Re: [Freecol-developers] enhanced trade routes

2015-11-04 Thread winter
Hi,

I had written that from memory and reread the code in AIColony now.

> Gesendet: Dienstag, 03. November 2015 um 08:40 Uhr
> Von: "Michael T. Pope" 
>
> On Sat, 31 Oct 2015 23:21:07 +0100
> win...@genial.ms wrote:
> > What I found strange in AIColony was mostly how the worker wishes get 
> > created
> > when less than 6 experts are there while most buildings have just 3 spots,
> 
> I do not understand where the 6 experts effect is coming from.

I slightly misremembered, it increases the request priority for up to 6
experts, but I found no check which could stop requesting more when all work
locations in buildings or tiles are filled.

> > how
> > colonies with the least need as they have most experts already get higher
> > priority,
> 
> Yes, that favours the stronger colonies.  IIRC there were problems with
> too many experts being sent out to the low population colonies before
> optimizing the really productive ones.  However that was a long time ago
> when the AI was much more prone to found lots of small colonies, and can
> probably be revisited.

Together with what I wrote above I assume a single colony could suck up all
experts of one type leaving none for other colonies.
I think it should prioritize based on higherlevel buildings standing in the
colony, and as a tie breaker on input material production.

> > how workerwishes never get deleted, 
> 
> WishRealizatioMission calls completeWish which deletes wishes.  Is this not
> happening?

Sorry, when writing this I did not think of distinguishing deletion of
outdated wishes which for some reason the colony does not need anymore
(for example the forests got cut down and no more trappers or woodcutters
needed or higher level materials stopped being produced there for some reason),
which I was writing about, from cleaning up fulfilled wishes.
updateGoodsWishes deletes outdated wishes, updateWorkerWishes does not
(sometimes when the loop checking if expers are needed finds none,
the fallback pop increase loop might accidentally downgrade an old wish
to non-expert though other old wishes from former turns are never removed).


Greetings,

wintertime

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Re: [Freecol-developers] Source art files from SVN

2015-11-04 Thread winter
Hi,

> Gesendet: Mittwoch, 04. November 2015 um 11:26 Uhr
> Von: "Michael T. Pope" 
>
> On Tue, 3 Nov 2015 01:17:52 +0100
> win...@genial.ms wrote:
> > some time ago we already talked about rescuing some of the
> > source art files from SVN.
> > 
> > I also happened to see some old discussion on debian games mailing
> > list about what should be required in terms of source for art files,
> > which made me think about licensing requirements and if some of this
> > stuff would actually needed to be included in the source packages?
> 
> I am not sure artwork is in the same category as source code.  Do the FSF
> say anything about this?

My impression is they mostly just care about source code (and partially
documentation) and that resulted in the GPL only using words referring
to code. There is some statement where they recommend using GPL even though
they say you have to know yourself what sourcecode means (as they might
not even know themself):
http://www.gnu.org/licenses/gpl-faq.en.html#GPLOtherThanSoftware
IIRC this ambiguity and uncertainty is one of the reasons CC-BY-SA was
created by people who care about artists.

> > Though it worries me that it might triple the size of the git repo.
> > What do you think?
> 
> I would prefer not to grow the repo that much (indeed, I was hoping to
> evict the website directory in due course).  Perhaps we should start a
> freecol-artwork project.

Yeah, I pretty much want to avoid growing it too much, too. Thats why
I asked if you have a better idea and was trying to prune it before
adding it (I found a paint.net plugin for psd files which I'll try out).
A separate art repo might be a good idea, maybe you could convert the SVN
and git filter-branch inappropriate stuff like col1 or civ3 art.
For the website its too late already, as you fiddling around with
git filter-branch invalidates all commit hashes. I would just keep it
for now, unless it helps with maintenance or upload of the website.
I also found a number of useful higher res images in the website part,
which I would want to keep, so I'd prefer you do not delete it, tell me
when/if it happens and let me sort out what to delete and what not.


Greetings,

winteertime

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[Freecol-developers] Source art files from SVN

2015-11-02 Thread winter
Hi,

some time ago we already talked about rescuing some of the
source art files from SVN.

I did go though the files now and they are large.
I already pruned a few hundred MB of irrelevent files
(outdated terraintiles, screenshots and sprites from other games),
but there are still about 800MB left.
There are still some duplicated files, extracted resized images
and slightly modified versions of psd-s, some of which could be
removed, but it would be a large effort of manual file comparisons
without knowing if there is enough to be pruned for it to be
worthwhile. I still have the problem that I only get a rough
preview of psd files from Libre Office, maybe gimp can import them
if I install it, although it only seems to have partial compatibility?

I also happened to see some old discussion on debian games mailing
list about what should be required in terms of source for art files,
which made me think about licensing requirements and if some of this
stuff would actually needed to be included in the source packages?

I think source art is as important to preserve as source code and
its also nice to have lossless files, not just ogg or jpg or down-
sized png. Some files provide higher resolution images I plan on
using, though that needs some changes to the resource loading and
key files to allow more than one size to be loaded, which can get
weird if a mod overwrites something.
Though it worries me that it might triple the size of the git repo.
What do you think?


Regards,

wintertime

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Re: [Freecol-developers] enhanced trade routes

2015-10-30 Thread winter
Hi,

I can't say much about traderoutes, as I somehow tend to micromanage that
myself if I'm playing FreeCol, which is kinda weird as I was extensively
using traderoutes in Patrician 2/3.
Anyway, I just loaded an old savegame from an old BR (I'm sure you kept it
as 3a6413be_Espanyol_1774_1_PrimaveraSendToSF.fsg was the largest game I
ever saw). It contains very many traderoutes and I tried to end the turn.
It started processing these and moved some wagons around, but then stopped
and I had to hit enter and accept the end-turn-dialog again and again and ...
Could that be a regression from these changes?

NB, I guess you are working on many of your own changes you delayed until
the release, but did you have a look at the commandline and AI changes
on my fork meanwhile? I based my other changes on the aicleanup branch,
but they are not pushed yet and only like 30% done.


Greetings,

wintertime



> Gesendet: Dienstag, 27. Oktober 2015 um 10:23 Uhr
> Von: "Michael T. Pope" 
>
> A while back I mentioned that I was working on improvements to trade
> routes.  This work has just been committed.  All new functionality is
> gated by the new "Enhanced Trade Routes" option which is marked as
> experimental. Nevertheless, it is reasonably well tested in a quite
> complex game and has held up well so far, so I have taken the opportunity
> to commit it now at this early point in the release cycle.  Of course, I
> have probably forgotten something, so beware of trade route strangeness.
> 
> The new functionality has two parts.  The first part attempts to maximize
> the amount of goods transferred and prevent warehouse overflows, by taking
> account of the production at the point of delivery and the expected time
> to make the delivery.  The second part adds an Import Level setting to
> the WarehouseDialog, such that trade route units will never unload more
> than this amount --- I set this to "40 tools" in the late game, where you
> want to make sure a bunch of colonies get regularly supplied with what
> they need to keep building artillery.
> 
> Cheers,
> Mike Pope

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Re: [Freecol-developers] Things the game still needs

2015-10-08 Thread winter
Hi,

> Gesendet: Dienstag, 06. Oktober 2015 um 12:10 Uhr
> Von: "Michael T. Pope" 
>
> On Mon, 5 Oct 2015 17:54:54 +0200
> win...@genial.ms wrote:
> > The AI code could profit from restructuring it a bit and there are a
> > number of IRs for improving AI which might get easier through that.
> > If there was some MetaAI class, which could (depending on game progress
> > and other conditions like peace/war) delegate to a different normal AI,
> > it could help the AI adapt better to the current game and it would be
> > easier to write smaller, more focused AIs (for startup, fast growth,
> > defensive preparations, defensive war, offensive preparations,
> > offensive war, ...).
> 
> I disagree that a meta-AI class is needed.  Just a
> current-operating-mode for EuropeanAIPlayer would suffice for the
> adaptability you describe.  I also doubt "smaller" AIs are useful or
> even achievable without introducing serious flaws.  What specifically
> would you leave out?

The idea was to not so much leaving things out as having more focused AI
for different situations. For example, a war AI which gets activated when
a war is opened and a large enough threat appears (armed units spotted)
or before declaring independence, which then changes unit allocation,
arms all expert soldiers except a few for teaching, depending on situation
arms even more colonists and changes production to mainly produce
muskets/horses/artillery/warships.
And a peacetime AI which focuses on growth, bells, export/import, scouts,
missionaries, pioneers (basically the current AI with even leaner military,
but only active when no wars are anticipated).
A dedicated AI for starting the game might also be useful. It could be
choosing from some known good setups, ensure all useful/necessary buildings
are set up asap and some wagon trains get built, exporting to gain start
money, bring in scouts and collect experts, ensuring fast growth.

> It is not difficult to compare AIs.  I effectively do that at the
> moment in my regression tests, albeit the only difference between them
> is the minimal changes due to national advantages.  If you really
> wanted to measure significant differences it would be slow though ---
> you would have to run a lot of games because the variance is high.

I'd be interested in reading a bit more about your test setup.

> Indeed, some time back we had two AI implementations, but one had many
> less bugs and performed much better so we dropped the other.

I discovered goals are unused atm, I guess they remained from the second AI.

> > Alternatively or additionally, it may also be useful to move most code
> > into goals and subgoals, to cut down on code in the main AI classes.
> 
> Again, what specifically would you remove?  There is already a lot of
> goal-oriented code in the *Mission classes.  Do not underestimate how
> easy it is to break the AI!

It looks like missions are just helpers for moving single units to their
destination, without regard to other units. Goals seem to be useful for
intermediate sized parts of the AI, which can coordinate groups of units
and may be easier to handle when some related parts of the code get moved
there, than having all higher level tasks inside single EuropeanAI class.
This needs more time though, for me to find out what to do exactly, as I
was already thinking much about the possibilities of breaking stuff. ;)

> > One of the missing battle-sounds for BR#2043 could be taken from SVN,
> > and there was another which was sounding like it could replace one
> > we already have in some cases, depending on the battle outcome.
> 
> Go ahead, although it would be good to stick to the current sound format.

Do you happen to have a good program for encoding ogg from wav?
I prepared the necessary changes to the resource keys.
We need attack.wav and attack_dragoon.wav from SVN at
https://sourceforge.net/p/freecol/code/HEAD/tree/audio/trunk/sfx/
converted to ogg and put into
data/rules/classic/resources/sound/attack/ .

I also added a bit of code to reuse the old dragoon sound for when a
mounted unit is killed. I'm unsure if its correct and it is untested.

Both commits are in attacksounds branch in my fork:
https://sourceforge.net/u/wintertime/freecol/ci/attacksounds/tree/

> > PF#30 (the randomization),
> 
> Er, what?  PF#30 is "Transfer of movement points" and looks pretty
> dubious whether it is even true or not.

There had been a post telling the original theory is wrong and
affirming my theory. I know more research is necessary, but I thought
the basics could be implemented already.


Greetings,

wintertime

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[Freecol-developers] Things the game still needs

2015-10-05 Thread winter
Hi,

I was thinking about what FreeCol is missing still, besides that
long list of tiny incompatibilities with Col1 (most of which I somehow
are not missing much).


The biggest issue imho is weak AI. Except the REF AI, which really
wants to destroy you, the AIs have no real goal, they just passively
manage what they have and focus on single colonies/units when deciding
what to do, rarely checking from a global view.

I feel a good step to get it more competitive would be allowing to
set a different difficulty level for AI and Humans or even for each
individual player. For example, in Alpha Centauri the AI plays on an
easier level when you play the highest, to avoid crippling it from
not being able to cope with low tile production, drones, harder
response from the planet and other things. I know Civ games also do
that and I suspect Col1 might have done similar. Is there some
knowledge about if it was like that in Col1?

The AI code could profit from restructuring it a bit and there are a
number of IRs for improving AI which might get easier through that.
If there was some MetaAI class, which could (depending on game progress
and other conditions like peace/war) delegate to a different normal AI,
it could help the AI adapt better to the current game and it would be
easier to write smaller, more focused AIs (for startup, fast growth,
defensive preparations, defensive war, offensive preparations,
offensive war, ...).
It might also help on comparing strength of different AIs when testing?
Alternatively or additionally, it may also be useful to move most code
into goals and subgoals, to cut down on code in the main AI classes.


I'd also think before 1.0 the production/consumption of Natives, prices
they pay and also price fluctuations in Europe need to be rebalanced.

Did you have a look at my comment for BR#793?
I feel like its deprioritization should be reversed, considering
how long it exists already and its imho a must have for 1.0.

A useful bit of polish for 1.0 would be adding a dialog with the king
sending you out to the new world when starting a new game, IR#94.

One of the missing battle-sounds for BR#2043 could be taken from SVN,
and there was another which was sounding like it could replace one
we already have in some cases, depending on the battle outcome.

Some issues I find useful to get done fast, as they can be repeatedly
annoying people with little things, would be PF#14/77, PF#30 (the 
randomization),
BR#2730, IR#172, and some ship should be activated if in Europe and opening
the Europe panel.


We once mailed about how the logfile is cluttered already, but still
missing some useful data like which panels or dialogs get opened:
I changed the command line processing to allow setting different
log-levels for some parts of the game, to filter out uninteresting
things or only activate interesting messages.
For example, you could do something like:
$ java -Xmx256M -jar FreeCol.jar --log-level warning common:finest 
common.option:warning --debug
or
$ java -Xmx256M -jar FreeCol.jar --log-level warning --log-level common:finest 
--log-level common.option:warning --debug
Its in my fork at 
https://sourceforge.net/u/wintertime/freecol/ci/loglevels/tree/
and I'd like you to try it out. Then maybe after the release push it
to the FreeCol git?
I did not bother to update the cli help messages, as this is mostly
a developer feature, though that may be useful. 
While implementing this I found we are still using commons-cli 1.1.
I'd think we should upgrade to 1.3.1, as there have been some bugfixes,
probably after the release.

Btw., there is another branch in my fork at
https://sourceforge.net/u/wintertime/freecol/ci/tileneighbours/tree/
where I wanted to simplify code calling Tile.getNeighbourOrNull repeatedly
in RoadPainter and TileViewer, by adding a getNeighbours method, but there
the direction is reused after getting the tile, so I could not use it there.
But there are other places, for example, SimpleMapGenerator, where you could
use it (but those are all parts of the code I'm not familiar with).


Greetings,

wintertime

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[Freecol-developers] Game Dialogs

2015-09-18 Thread winter
Hi,

I experimented a bit with replacing FreeColDialog cause of the problems
with JDialog.
I used JOptionPane.showInternalConfirmDialog and for me the dialog for
quitting the game from main menu actually did work and was correctly
behaving modal (prevented clicking the main menu while open).
This is showing it might actually work, which I wanted to let you know
(you can try the attached diff).
There just turned out to be some problem with the look and feel, the
buttons are showing class name+hash number.
It would also be difficult to get rid of the ugly green border and
title bar, as these methods are all-in-one affairs and difficult to
replace, maybe the look-and-feel can be set to allow this?

As for the non-modal dialogs, I wonder why the DialogCallback is
creating threads and polling every half second? Shouldn't it be enough
to set a listener for the dialog closing?
Not sure if its worth trying to change this or better to skip that and
only work on replacing those non-modal dialogs with panels.

(everything only after the release)


Greetings,

wintertime
diff --git a/src/net/sf/freecol/client/gui/Canvas.java b/src/net/sf/freecol/client/gui/Canvas.java
index cb859a3..14e3839 100644
--- a/src/net/sf/freecol/client/gui/Canvas.java
+++ b/src/net/sf/freecol/client/gui/Canvas.java
@@ -50,6 +50,7 @@ import javax.swing.JInternalFrame;
 import javax.swing.JLayeredPane;
 import javax.swing.JMenuBar;
 import javax.swing.JMenuItem;
+import javax.swing.JOptionPane;
 import javax.swing.SwingUtilities;
 import javax.swing.UIManager;
 import javax.swing.border.EmptyBorder;
@@ -1543,10 +1544,11 @@ public final class Canvas extends JDesktopPane {
  */
 boolean showConfirmDialog(Tile tile, Object obj, ImageIcon icon,
   String okKey, String cancelKey) {
-FreeColConfirmDialog fcd
-= new FreeColConfirmDialog(freeColClient, frame, true, obj, icon,
-   okKey, cancelKey);
-return showFreeColDialog(fcd, tile);
+return JOptionPane.showInternalConfirmDialog(this, obj, null, JOptionPane.OK_CANCEL_OPTION, JOptionPane.QUESTION_MESSAGE, icon)==0;
+//FreeColConfirmDialog fcd
+//= new FreeColConfirmDialog(freeColClient, frame, true, obj, icon,
+//   okKey, cancelKey);
+//return showFreeColDialog(fcd, tile);
 }
 
 /**
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Re: [Freecol-developers] Time again to stablize

2015-09-18 Thread winter
Hi,

> Gesendet: Dienstag, 08. September 2015 um 13:29 Uhr
> Von: "Michael T. Pope" 
> > Besides that, the developer.pdf is packaged now. Can you put an item on your
> > release checklist to doublecheck its correctly included in all compiled 
> > packages?
> 
> Done.
> 
> > It may be nice to have a startmenu shortcut and similar added for it?
> 
> How about a reference on the AboutPanel, like the user manual?
> 

Oddly, this is pointing to the website saying "download the manual" there,
when it should be packaged already? We might just update that website to
contain both manuals, then later change the message to say both manuals
are there?
The ingame link is non-functional for me though, it doesn't open the browser?


Greetings,

wintertime

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Re: [Freecol-developers] Time again to stablize

2015-09-05 Thread winter
Hi,

> Gesendet: Freitag, 04. September 2015 um 12:39 Uhr
> Von: "Michael T. Pope" 
>
> BR#2906 (now fixed) turned up the sad fact that 0.11.5 does not let you
> directly found a colony on native land.  This is a fairly major loss of
> functionality, so I think we should stabilize for a release. 

Had you tried if all other methods of acquiring land were affected?
If you could still pretend to build a road or something or grab tiles inside
the colony its an annoying bug, but if nothing worked it raises to a complete
blocker. The urgency of release would raise in that case, too.

> There have
> been a few changes which I would have preferred to let settle, but OTOH,
> the release procedure is now relatively automated so the barrier to making
> further bugfix releases is lower.  So here is your chance to nominate
> release blocker problems.  For my part, I would really like to fix the
> diplomacy issues (BR#2879,2880,2891).

I guess the changes have not been very destructive, so we should be in pretty
good shape still.
You told the translators already that a release might come soon? Last update
had been before 11.4 and there have been a few message changes since?
How soon do you think the realease would be anyway?

I took a look at the bug list and BR#2876 is the one i feel got the potential
of causing release breakage again. What is the current status of it?

Besides that, the developer.pdf is packaged now. Can you put an item on your
release checklist to doublecheck its correctly included in all compiled 
packages?
It may be nice to have a startmenu shortcut and similar added for it?


Greetings,

wintertime

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Re: [Freecol-developers] map visibility

2015-08-27 Thread winter
  Just fyi: I read the diff and it looks ok to me;
  I still need to try it out though.
 
 Have you had a chance to look at this yet?  Its surviving my testing.

Its no big change, just moving the update calls around a bit. ;)
I did not do much playtesting lately and tried the diff only very shortly
without seeing a problem and it works for you.
But I read the diff more than once and verified that the methods in
MapViewer are only called from SwingGUI with the removed update calls
done there. I'd say apply it!

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Re: [Freecol-developers] FreeCol 0.11.5

2015-08-23 Thread winter

First is way too long ago for me to remember.

Second was quite recently:

https://sourceforge.net/p/freecol/bugs/2729/

https://sourceforge.net/p/freecol/wiki/0.11.2%20Release%20Notes/





Gesendet:Sonntag, 23. August 2015 um 15:54 Uhr
Von:Caleb Williams cale...@gmail.com
An:win...@genial.ms
Cc:FreeCol Developers freecol-developers@lists.sourceforge.net
Betreff:Re: [Freecol-developers] FreeCol 0.11.5


I will take a look at both of those. Do you happen to know when both of those went into effect? (Release version, that is.)

Best,

Caleb

On Aug 23, 2015 1:26 AM, win...@genial.ms wrote:





Hi,



on the download page is a weird note about missing sound files.

I think it is way outdated, as I never saw such message.

The second note is also outdated, as --windowed is now default.





Greetings,



wintertime





Gesendet:Sonntag, 23. August 2015 um 03:05 Uhr
Von:Caleb Williams cale...@gmail.com
An:FreeCol Developers freecol-developers@lists.sourceforge.net
Betreff:Re: [Freecol-developers] FreeCol 0.11.5


It would appear that the /templates/freecol/css/template_css.css isnt being updated. Ive made a few changes that are required to continue with the cleanup of the site.


Thanks for cleaning up the Joomla generator tag too, btw.



Best,



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Re: [Freecol-developers] FreeCol 0.11.5

2015-08-23 Thread winter

Hi,



on the download page is a weird note about missing sound files.

I think it is way outdated, as I never saw such message.

The second note is also outdated, as --windowed is now default.





Greetings,



wintertime





Gesendet:Sonntag, 23. August 2015 um 03:05 Uhr
Von:Caleb Williams cale...@gmail.com
An:FreeCol Developers freecol-developers@lists.sourceforge.net
Betreff:Re: [Freecol-developers] FreeCol 0.11.5


It would appear that the /templates/freecol/css/template_css.css isnt being updated. Ive made a few changes that are required to continue with the cleanup of the site.


Thanks for cleaning up the Joomla generator tag too, btw.



Best,



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Re: [Freecol-developers] Updating audio and video players

2015-08-09 Thread winter
Hi,

 Gesendet: Sonntag, 09. August 2015 um 03:35 Uhr
 Von: Michael T. Pope mp...@computer.org
 An: FreeCol Developers freecol-developers@lists.sourceforge.net
 Betreff: Re: [Freecol-developers] Updating audio and video players

 That is pretty much the situation when I last looked at cortado.
 Not ideal, but it is not getting worse.  What we really need from
 cortado is a reliable way to tell when the video finishes playing.

That is pretty much the reason I was looking for an upgrade (and its
subpar performance, especially on first time starting the game after
rebooting, which causes the hacky independent timer to start too early
and not show the end of the video).
Also weird is that for a split second there is a black panel shown in
top left corner for a split second and then moved to the center before
the video starts (but that may possibly be improved in FreeCol code).

  I found jogg/jorbis got some newer version 0.0.17 for a long
  time: http://www.jcraft.com/jorbis/
 
 Good.
 
  It would be useful to upgrade, as the changelog mentions
  some performance upgrades.
 
 Its probably worth doing.  Fedora has 0.0.17 so it is probably OK,
 although I agree the website is odd.  Let me add that to the growing list
 of things I am play testing ATM just to be sure.

I think most Linux distros will provide their own jar libraries, I saw
debian using 0.0.17 for a long time, too.
That means the upgrade is more relevant for the people downloading from SF,
which is mostly Windows and maybe Mac users.

I can not discern from your reply if you want to compile it yourself or
use the jar download I mentioned?
I pushed it to my fork now to prevent polluting the official repo with
the jar file. In case you'd like to reuse the build.xml edits it should be
easy to rebase -i and commit --amend.
https://sourceforge.net/u/wintertime/freecol/ci/jorbis17/tree/

 Speaking of which, I have played for a fair bit now with the old fonts
 re-enabled.  I do not yet have a strong opinion about use of Imperator,
 but I am firmly convinced that using Liberation is not an improvement ---
 I find it much harder to read than our current default.  Therefore, unless
 we get a lot of 0.11.5 users complaining about the new fonts, I think we
 should just drop it.

I also like them less than the local fonts (whichever randomly got choosen).
If we want private fonts we may want to replace them.
Though, I would still say providing private fonts, if they look nice and
contain the complete glyph set for all localizations, is better.
It guarantees all glyphs are there for all people, look the same, are the
same size and there'd need to be less testing for all layout changes.


Greetings,

wintertime

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Re: [Freecol-developers] 0.11.5

2015-08-02 Thread winter

Hi,



I dont care how its named ( my favorite would be 0.11.4.1 :p ), but 0.11.4

was out and downloaded already, so thats taken.

As there is a crippling bug and 0.11.3 is too old as a full replacement, we

are responsible for getting a hotfix release out ASAP, as we dont want to

have users endure the problem unnecessarily long.

IMO, create a branch from the 0.11.4 release commit, cherry-pick all bugfixes,

dont mess with the translations, dont add any risky things like new features

or refactorings, maybe even leave out some risky bugfix.

Then copy the release info from the 0.11.4 release (as its nearly the same

and people still want to know all the changes) and only add a little 0.11.5

top section telling this is a hotfix release to fix the map issue and possibly

some other bugs we have cherry-picked fixes for.

Then test the branch for a few hours (not weeks), meanwhile compile

the new packages, upload and be done with it.



Btw., I yesterday was looking if izpack got new versions, but they seem to

have lost their hoster and the website I saw is a mess, promoting an RC5

as newest download, but the news section having the full release and 3

other bugfix releases already, without providing a download.

Not to speak of their inaccessible no permission new bugtracker and

mailing list archive.

So we might want to wait a bit more with updating that, even though we

still have 2 smaller problems with it.





Greetings,



wintertime





Gesendet:Sonntag, 02. August 2015 um 05:24 Uhr
Von:Caleb Williams cale...@gmail.com
An:FreeCol Developers freecol-developers@lists.sourceforge.net
Betreff:Re: [Freecol-developers] 0.11.5




On Sat, Aug 1, 2015 at 9:59 PM, Michael T. Pope mp...@computer.org wrote:

On Sat, 1 Aug 2015 21:02:16 -0500
Caleb Williams cale...@gmail.com wrote:
 ... 0.11.4a

Please, let us not mess with the numbering scheme.



Well, in that case, see below:




 I dont think it would be wise
 to just re-release 0.11.4 with this fix. I see no reason why we cannot
 ordinarily wait, but for the fact that this bug seems quite debilitating
 and FreeCol should be kept as usable as possible.

Now I am confused. You seem to be saying for us not to release a
different build of 0.11.4 as 0.11.4. I do not know why you are saying
this as it was not one of the options I proposed, nor would it be. There
are 0.11.4 binaries out there, the best we can do about them is tell
people not to use them.



I was just trying to head off any discussion of that.



0.11.5 it is.












Caleb






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Re: [Freecol-developers] 0.11.5

2015-08-02 Thread winter
Hi,

 Gesendet: Sonntag, 02. August 2015 um 09:04 Uhr
 Von: Michael T. Pope mp...@computer.org
 An: FreeCol Developers freecol-developers@lists.sourceforge.net
 Betreff: Re: [Freecol-developers] 0.11.5

 On Sun, 2 Aug 2015 08:22:57 +0200
 win...@genial.ms wrote:
  As there is a crippling bug and 0.11.3 is too old as a full replacement, we
  are responsible for getting a hotfix release out ASAP, as we don't want to
  have users endure the problem unnecessarily long.
 
 OK, two firm votes for a quick 0.11.5 is indicative.  Although I still grin
 at the thought that 0.11.3 is old.
 
  IMO, create a branch from the 0.11.4 release commit, cherry-pick all 
  bugfixes,
 
 The minimal set is 0.11.4 (ecbc3b7) + fix#2878 (167ecf9) + fix#2885
 (56ecbac).  I do not think the other bug fixes are safe enough and/or
 string-change free.
 

I was going through the changelist independently and here are the commits,
which I found looked mergeable and possibly useful. It would need to be
shortened still to remove too risky stuff:

a2297d91 Autosave directory fix
5de4460f Integer option limits
7aef6f59 + b8c21dc2 + 8394732c BR#2875 package, maybe not useful enough
167ecf98 BR#2878
72190eeb splash moving, unnecessary?
1728101d temporary race condition fix
62073e9c IR#164, don't know if necessary?
56ecbac7 BR#2885
9f0b19cb + fa00b093 + 67e79229 Do we care about website stuff in the release 
branch?

  Then copy the release info from the 0.11.4 release...
 
 Can I get you to do the Release Notes?  I have to leave shortly, and am
 unlikely to have time to roll the release until tomorrow evening anyway.
 

I'll update the wiki, but can't complete it until we know whats included.
You can proofread/change it tomorrow?


Greetings,

wintertime

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Re: [Freecol-developers] 0.11.5

2015-08-02 Thread winter
Hi all,

I did cherry-pick the relevant commits for 0.11.5 and
pushed a stable and a tentative branch.
Please, help testing these to ensure we don't have another
lurking bug!

I also updated the wiki, copied the empty template for later
and added text to the 0.11.5 page. Please, do proofreading!
I'm not sure if a mention of the Windows problems BR#793
and/or BR#2328/BR#2729 in the common problems section is
necessary, but there had been none in 0.11.4 page, too.


Regards,

wintertime

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Re: [Freecol-developers] 0.11.5

2015-08-02 Thread winter

Hi,



I guess you figured that out already, but Mike did some changes to the

website to correct some mistakes, which are in git repository master branch.

The download links are probably the same, just with the 4 replaced by 5 in

all version numbers, so I guess you could prepare the changes already and

push them into our git repository.

I think Mike will proofread, compile, upload everything (downloads, release

notes and website) tomorrow.





Greetings,



wintertime





Gesendet:Sonntag, 02. August 2015 um 16:48 Uhr
Von:Caleb Williams cale...@gmail.com
An:FreeCol Developers freecol-developers@lists.sourceforge.net
Betreff:Re: [Freecol-developers] 0.11.5


If somebody can push the changes to the website, I can make the updates needed to the website in the repository.

Ill just need a list of all the download links when they are available.

Thanks,

Caleb

On Aug 2, 2015 5:32 AM, win...@genial.ms wrote:

Hi all,

I did cherry-pick the relevant commits for 0.11.5 and
pushed a stable and a tentative branch.
Please, help testing these to ensure we dont have another
lurking bug!

I also updated the wiki, copied the empty template for later
and added text to the 0.11.5 page. Please, do proofreading!
Im not sure if a mention of the Windows problems BR#793
and/or BR#2328/BR#2729 in the common problems section is
necessary, but there had been none in 0.11.4 page, too.


Regards,

wintertime






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Re: [Freecol-developers] 0.11.4

2015-07-31 Thread winter
Hi,

 With respect to the setActiveUnit untangling, I looked at git.b8c21dc
 where the colony popup went away.  I think a case was missed, so I put it 
 back,
 and dropped as many setSelectedTile calls as possible (git.8394732).

I might have overlooked it, as I did not think code was relying on setActiveUnit
internally calling setSelectedTile which was opening the panel.

 Related to this I have just put in the fix for the second race in BR#2867,
 which simplifies the InfoPanel in MOVE_UNITS_MODE (git.1728101).  This has
 probably caused more cases of a blank InfoPanel, which will need fixing as
 they are understood.

When I saw the diff I suddenly had the idea what the reason for BR#2806 is.
It must be the InfoPanel not knowing about the next active unit.
I pushed a tentative fix, but I could not do checking for how it influences
BR#2867. Could you do that?
We might also recheck if the active unit in MapViewer also needs an update
and if thats the case it might be better to update the InfoPanel by doing some
call from somewhere else instead of letting it just grab the next unit.

 The intention now is that IGC should keep an active
 unit displayed at all times, until it runs out of them or the user explicitly
 goes into terrain mode (formerly we would clear the active unit in some
 cases such as when abandoning a colony, however this was arbitrary).

I'll try to remember this.


Regards,

wintertime

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Re: [Freecol-developers] 0.11.4

2015-07-29 Thread winter
Hi,

 The FreeCol 0.11.4 commit has been made (git.ecbc3b7) but the release
 upload is stuck at sourceforge.  Nevertheless feel free to push on
 with anything we have postponed until after release[1].  Hopefully the
 download directory will be live by this time tommorow, at which point
 I will upload the website changes, post the release announcements, and
 update the trackers.

I saw we have no git tags. I think its customary to do a
git tag -a v0.11.4
(some might instead do a tag -s, if they feel its useful).
You may want to checkout the commit, tag and push, to make it easier
for users or packagers to checkout the release.

SF uploads seem to be not repaired still, I guess it takes some more days.
I could see some of your uploads named git-date, but downloading failed.
You saw they want to sell off SF and Slashdot soon? Not the best time
for such an announcement.

 Thanks to everyone who has contributed to the best release of FreeCol
 ever[2], particularly to the new members of the development team.

:)

 Looking ahead, my personal rough plans are:
 ...
 - However the main game has to be the PF list, probably starting with:
   #36, #23, #24, #26, #59.

- Most of the PF are out of my reach atm, as they are marked Server /
AI / WWC1D. I guess we don't have descriptions of the server and
network protocol.
Exceptions where I might reach some progress are #44, #60 and,
oh the irony, the one I argued against doing, #2. Not sure if I do.
- I'd like to move some bits and pieces of code between controllers
and gui classes, to get a clearer separation of responsibilities.
- I'd like to clean up GUI some more to only contain the minimum
external API and hide everything else.
- I might clean up the code for image resizing some more to make it
easier for mods to replace images, by allowing differently sized ones.
- I don't particularly like to, but some gui subpanels need to get
transparent background to avoid weird looking pattern changes when
they are contained inside another panel, which already provides one.
- I'd like to intergrate some more unused or higher res art files
from the SVN, but can not extract the psd files.

 More general thoughts for the next release:
 
 - We should move to Java 8.  Opinions on timing solicited.
 

Windows users mostly would get Java from Oracle website and only 8
is shown there. Not sure if you can even download 7 anymore without
paying a few hundred bucks. People who forgot to upgrade we can tell.
For Linux, I guess its same as when we talked about still needing
0.10.7 compatibility. When 8 is in debian stable and derivatives,
we might update.
Mac, I dont know what they can download.

 - Keep hammering on the bug list, we should be able to get it below 40
   unless we get a lot of new needs-info reports.

Sadly, most easily fixable bugs are gone. There is missing artwork,
Java problems, some vague problems with no clear solution or missing
information.

 - Even better would be to get the PFs below 30.  There are 43 open
   ATM, of which I think we can at least improve 23 without depending
   on more WWC1D progress.  Indeed, if we reach a point where the open
   PFs are all low priority (e.g. PF#2) or WWC1D quantitative issues
   (PF#34), it will be time for v1.0 IMHO.
To me it feels like most are blocked on WWC1D, even some without the tag.


Greetings,

wintertime

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Re: [Freecol-developers] Installer fail

2015-07-28 Thread winter
Hi,

 I have just updated the text of the Known Common Bugs section on the bug
 tracker, but the three issues there are still the most urgent so that
 remains unchanged.  Any further suggestions are welcome, but I am
 reluctant to list more than the top three issues.

I think the last one could be edited like that to give a broader overview:


Intermittent Problems With Window Handling On Windows OS


There are intermittent problems with window handling from Java on Windows,
which are dependent on Java and Windows version.
These are more likely to appear when using full screen mode and mostly show
when a dialog window is opened and when the opening video is shown.
This can result in the game window suddenly minimizing or the dialog or video
being hidden behind the game window, see BR#2328 and BR#2729.



 I think we are ready to release.

Nice to hear.


The symlink problem might be even worse, as I read ant by default deletes
the file pointed to from the symlink and the symlink gets pointed to a
system file on Mac by our build.xml.
We might want to add followsymlinks=false in some places, just to be save.
https://bz.apache.org/bugzilla/show_bug.cgi?id=22632


Greetings,

wintertime

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Re: [Freecol-developers] Installer fail

2015-07-26 Thread winter
Hi,

 Gesendet: Sonntag, 26. Juli 2015 um 05:24 Uhr
 Von: Michael T. Pope mp...@computer.org
 An: FreeCol Developers freecol-developers@lists.sourceforge.net
 Betreff: Re: [Freecol-developers] Installer fail

 On Sat, 25 Jul 2015 18:12:35 +0200
 win...@genial.ms wrote:
  Can you recompile it now and stuff it into Dropbox or just try emailing me
  the installer you produced so I can test it (I think my mailbox is large 
  enough)?
 
 I can do better now, as freecol.org is fully back online.  I did a trial
 ant dist and ran bin/release.sh with the default release tag of the day,
 which was a good test.  There is some URL weirdness still, which I am
 looking into, but I found the upload at:
 
 https://sourceforge.net/projects/freecol/files/freecol/freecol-git-20150726/
 
 Note that the triple dot fix is not present in this build.
  

SF does not want to show me the files. :(

 [src.zip]
 Its weird.  I do not understand what is intended for .src.zip at all.
 To create the source directory for the zip, build.xml says:
 
 excludes=dist/**,data/**,jars/**,www.freecol.org/**,nbproject/**,unused/**
 
 which looks sensible, and in the trial build it appears to have
 successfully dropped the new directories we wanted to exclude.  However
 later on in build.xml when the zip is actually built, the base tree is
 included as well, which is why the trial build above contains
 data/\*,jars/\*.
 

I'll take another look at the build.xml and see if I can fix the other ant 
target.

 So what is the purpose of the src.zip anyway?  If we want people to be
 able to use it to build a working copy of freecol (perhaps they are not
 keen to use git) then they will need data/\* and jars/\*, and perhaps the
 project files.  However then src.zip is almost a complete superset of the
 non-source zip (FreeCol.jar would be the exception).  We need to decide
 (and document!) what the rationale is.
 
 Meanwhile I have a patch underway to implement what is decided.
 

Well, the purpose is complying with the GPL. As I understood it a while ago
(and I dont want to reread the lawyer-speak now), it got that source provision,
where you have to provide exactly the source you used for building,
in exactly the same way, exactly where the binary is,
to prevent users from having to jump through hoops to get it and allow them
to easily compare/verify/modify.
I find it somewhat annoying and would prefer a more relaxed provision, but 
whatever.

 OK.  I am relieved the translations are intact.  Correct me if am wrong,
 but that sounds like we are now in slightly better shape on windows than
 for 0.11.3?
 

Slightly better than 11.3 probably. I just don't remember if the installer 
crash in 11.2
was fixed before or after 11.3.

 [desktop icon]
  I changed it from 32x32 to 64x64 while updating the jsmooth files, but it 
  still looks
  as before after running the installer, maybe a 48x48 icon look nicer, but I 
  don't
  feel like creating one now.
 
 Its your call.  I suspect that will be a can not please everyone case.
 

Well, I can not change it. Its .ico files, which IIRC are basically .bmp (which 
is another
bad MS format in a multitude of different versions), but not really, as they 
support
transparency and contain special restrictions on allowed sizes or whatever, and 
they can
be displayed easily, but for writing you need a special ico editor.
Then the icons can be somehow as resources added to .exe files, even multiple 
in multiple
sizes, but jsmooth does not allow it.
Windows does the intelligent thing and resizes the best available icon, but it 
looks blocky.
Maybe some volunteer produces 48x48 and 16x16 or whatever someday so we can try 
to include
them with a better installer we might have until then.


Greetings,

wintertime

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Re: [Freecol-developers] Installer fail

2015-07-26 Thread winter
 I think we are ready now (the developer tex can be added for a later release).
 

Or maybe not...
I started the development version of the game (without installing) from
terminal and when I open the options menu from main menu and choose a different
language and click ok, it seems to apply it, but warns I should restart the 
game.
So I restart the game and it forgot the change. I can only guess its somehow
not saving the options file correctly.
Can you try that?


Greetings,

wintertime

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Re: [Freecol-developers] Installer fail

2015-07-26 Thread winter
Hi,

 SF does not want to show me the files. :(
 

I still see only an empty folder telling it would contain 4 files, which
are invisible.

  [src.zip]
 I'll take another look at the build.xml and see if I can fix the other ant 
 target.
 

Done. It was a case of careless optimization gone wrong.

  So what is the purpose of the src.zip anyway?

Ideally we would not have all kinds of jar files for libraries we use and have
source files for these, but we dont recompile these so they are somehow needed.

  OK.  I am relieved the translations are intact.  Correct me if am wrong,
  but that sounds like we are now in slightly better shape on windows than
  for 0.11.3?
  
 
 Slightly better than 11.3 probably. I just don't remember if the installer 
 crash in 11.2
 was fixed before or after 11.3.
 

I grepped for the triple dot and only replaced it in languages using our header 
font.
I pushed it and would prefer if we use my minimally intrusive change, instead 
of yours.

Wile doing this I found some font overrides for Chinese and Korean were missing,
so I added them.

I think we are ready now (the developer tex can be added for a later release).


Greetings,

wintertime
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Re: [Freecol-developers] Installer fail

2015-07-26 Thread winter
Hi,

 Gesendet: Sonntag, 26. Juli 2015 um 12:04 Uhr
 Von: Michael T. Pope mp...@computer.org
 An: FreeCol Developers freecol-developers@lists.sourceforge.net
 Betreff: Re: [Freecol-developers] Installer fail

 On Sun, 26 Jul 2015 08:32:50 +0200
 win...@genial.ms wrote:
   https://sourceforge.net/projects/freecol/files/freecol/freecol-git-20150726/
 
  SF does not want to show me the files. :(
 
 Mumble.  I can see them, but if I try to download it says they are
 Pending, and an info button says This file will be ready for download
 shortly.  Might have to wait a bit.
 
 Cheers,
 Mike Pope

The files show up in the list now, but give a download error. I think
its one of the things SF people are still working on to get fixed:
http://sourceforge.net/blog/subversion-repository-gap-notifications-by-email/

Btw., there are only 4 files, the precompiled zip is missing (which
some people seem to like judging from 0.11.3 downloads, as it contains
the precompiled pdf, jar and saves space from cutting the build files).

The other error from ant dist I had the other day seems to be Mac bundling
only going halfway through.

I discovered a new problem with it: I can not find splash.jpg inside
the precompiled .zip.
And if its missing there it might be missing in other packages, like the
installer and jar, too.


Greetings,

wintertime

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Re: [Freecol-developers] Installer fail

2015-07-25 Thread winter
Hi,

 Gesendet: Samstag, 25. Juli 2015 um 14:15 Uhr
 Von: Michael T. Pope mp...@computer.org
 An: freecol-developers@lists.sourceforge.net
 Betreff: [Freecol-developers] Installer fail [was release DHYB]

 On Sat, 25 Jul 2015 08:26:18 +0200
 win...@genial.ms wrote:
  please try it again. Its not running through for me.
 
 FWIW I can run ant dist and have an .exe built without complaint.  The
 website is still down to http, but I now have sftp access (with sftp
 user,free...@frs.sourceforge.net) which is an improvement on yesterday.
 I have uploaded the exe to a newly created prerelease directory at the
 top level there if you want to try it.
 
 Cheers,
 Mike Pope

I tried to find it, but it neither was on SF downloads nor on www.freecol.org?
Or did you mean I shoud install sftp and try to log in to the webserver,
I dont even know if I need admin status there?
Anyway, I tried again and this time it halfway worked using ant dist.
The other time I was using another ant target to only create the windows 
installer.
I found .zip, src.zip, installer.jar and installer.exe, even an freecol.app 
folder,
although there scrolled 2 errors through the console (the translation thing and
some new one).
- the .zip looked alright
- the src.zip contained all kinds of wrong stuff like www.freecol.org, netbeans,
freecol and unused folders and even a compiled FreeCol.jar,
  * this definitely needs some tweaking in the build.xml to prevent that before
the release (or as temporary fix manually delete unnecessary stuff from the
src.zip after building and before uploading)
- the installer.exe
  * it cleanly installed
  * it did not contain much unused files (besides the linux desktop file)
  * it still got the known problem of not adding the uninstaller to the list in
Windows system control of installed programs you can deinstall
updating izpack may help, but I would like to avoid doing it before the 
release
  * the start menu contains the uninstaller, but its hidden in Windows 8
if you dont have an extra start menu utility installed, like I have
  * the icon of the optional desktop shortcut looks ugly, as if only a low res
version got packaged, but that is only a very minor problem

I still would like to add to the build.xml to get the developer.pdf included,
but am not sure if it will work easily.
Trying the jsmooth options changer GUI program is another thing I still want to 
do.


Greetings,

wintertime

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Re: [Freecol-developers] Fwd: Release: DHYB

2015-07-25 Thread winter

Hi,



please try it again. Its not running through for me.

- I remember it would if I excluded the translations using some parameter?

Though that would not help for the real release, as we need translations and one of the things

to check is, that all translations are included in the installer and the installation created from it.

- Next thing to check is, if the installer contains and installs extraneous files.

- If you get it to install try running the game and check if it finds the 64bit Java (what I use)

and runs the game using that. If you have 32bit Java installed, trying that wouldnt hurt, too.






Thank you,



wintertime




Gesendet:Samstag, 25. Juli 2015 um 07:27 Uhr
Von:Caleb Williams cale...@gmail.com
An:FreeCol Developers freecol-developers@lists.sourceforge.net
Betreff:[Freecol-developers] Fwd: Release: DHYB


FYI.


As I recall, I was able to build the Windows installer on Windows 8.1 64-bit a few months ago.

Does this need to be checked with a more recent git?







--


Caleb R. Williams













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Re: [Freecol-developers] Release: DHYB

2015-07-24 Thread winter
Sorry, forgot to attach the diff for activating the fonts.
diff --git a/data/base/resources.properties b/data/base/resources.properties
index d20ca31..69a0f75 100644
--- a/data/base/resources.properties
+++ b/data/base/resources.properties
@@ -2,9 +2,9 @@
 # Decorative font to use for panel headers.
 font.header=resources/fonts/ShadowedBlack.ttf
 # Font to use for normal text.
-font.normal=urn:font:Serif-PLAIN-12
+font.normal=resources/fonts/LiberationSerif-Regular.ttf
 # Deliberately simple font.
-font.simple=urn:font:Dialog-PLAIN-12
+font.simple=resources/fonts/Imperator.ttf
 # Signature for Declaration of Independence
 animatedfont.signature=resources/fonts/signature.faf
 
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Re: [Freecol-developers] Release: DHYB

2015-07-24 Thread winter
Hi,

 Gesendet: Freitag, 24. Juli 2015 um 11:35 Uhr
 Von: Michael T. Pope mp...@computer.org
 An: win...@genial.ms
 Cc: freecol-developers@lists.sourceforge.net
 Betreff: Re: [Freecol-developers] Release: DHYB

 On Thu, 23 Jul 2015 15:48:51 +0200
 win...@genial.ms wrote:
  as I'd really like to see a release soon
 
 Its imminent.  I have been happily playtesting during the outage, and
 only found one outright bug, now fixed.  I think we are nearly ready
 to go.  As of this morning though I could not access the website.
 That obviously blocks the release, but I also need to delete a few
 files there that Caleb cleaned up a while ago from the git master.

I guess we should give it some more days to iron out the remaining issues
and fix the installer. Meanwhile the SF people hopefully have everything
running again smoothly.

  I did look through all these miscellaneous files we have inside the
  repository:
  - I fixed a few minor issues, like wrong version number in docs.
  - packaging/debian and packaging/gentoo contain ancient files referring
  to freecol 0.3.0 and Java 1.4. These have been changed by the packagers
  meanwhile. We may want to delete them as we dont use them or update them
  to have newer examples for other packagers.
 
 Go for it.

A or B?
Yes
*confused*
I guess I'll delete them.

  - I stumbled upon a forum post saying jsmooth does not support 64bit,
  but dont know if its true. So testing the installation again would be
  nice before a release (without Java installed and with only 64bit Java
  installed, though remember trying it when we had the izpack problem.
  Maybe a switch to something else, maybe Launch4j, might be a good
  idea.
 
 Caleb was having trouble a while back (BR#2790), which may have been
 fixed by git.428e836.  You tell me --- are we seeing successful 64-bit
 windows installs with 0.11.3?  If so, jsmooth is presumably still
 operating.  I do not have much useful to contribute here.  You are
 clearly in a much better position to work on this.

I want to be sure and try it before release, though its likely it can find
the 64bit java and works. Though that is dependant on getting the installer
to build, first.

  There I wondered why the developer.tex is not built, should we add it
  to the build.xml where it is missing?
 
 Whoever added developer.tex did not make it part of the release
 upload.  I suspect the idea is that developers have a source tree and
 can run TeX on it locally.

I'd like to add it to the install, as it might attract new contributors.
Lets see how far I get.

  - Building the installer failed, as there is something wrong with
  the build.xml, it can not find the translation helper:
   [java] Could not find net.sf.freecol.tools.InstallerTranslations.
  Make sure you have it in your classpath
 
 Yes, there is text somewhere (developer.tex?) saying to ignore this.
 I do not know what the story is there.

Well, that is the biggest release blocker unless the Windows installer
can be cross-compiled from Linux.

  Its also weird that some translations are hardcoded in build.xml, when
  the helper would choose them automatically depending on how complete
  they are. Is that intentional?
 
 No idea alas.  Sounds like it could be improved, but I am not sure it
 buys us much.

I would think if many translations are missing that would be a release
blocker, but checking that enough are included is also dependent on getting
the installer built first.

  - All kinds of unnecessary things get copied to the dist directory, but
  not sure if they then get packaged as that did not work. We may want
  to prevent this.
 
 Quite so.

Another thing to check after the installer is building ccorrectly.

  - We have some asset files which are unused. Some may be deleted and some
  moved to some other folder to prevent them from getting packaged.
  Then I could clean up references to them in resources.properties.
 
 If they are unused feel free to delete them.  We can always get them
 back.

I'll do.

  - We dont use 2 of the 3 font types we bundle
 
 Which ones?

Imperator.ttf and Liberation*.ttf in data/base/resources/fonts are unused atm.

  and I dont know if these
  should get used again and how to make sure there are no missing glyphs
  the currently used fonts Java provides have?
 
 I think it is better to use the standard Java fonts where reasonably
 possible, and delegate to them the responsibility of providing a rich
 set of glyphs.  AFAICT they are pretty good ATM on linux at least.
 Are you aware of missing glyph problems?

General cautiousness, as I'm aware most fonts only provide a limited
subset of glyphs. Do you have a program that allows listing which glyphs
for which characters are included in a ttf?

 As usual, I would not be exercising the accented characters much,
 outside the national colony names.  However I have been experimenting
 with some annotations for my tweaks to reports like trade and colony
 --- we currently sometimes append a * for 

Re: [Freecol-developers] Release: DHYB

2015-07-24 Thread winter
Hi,

it crossed my mind that some time ago people were complaining
about the Mac builds not working. I did not pay much attention
back then, as I don't have one and don't know about them, but
I thought I should remind you.

Another thought I had was, that the codebase collected many
compatibility hacks from the overly long 0.10.x series.
I did a search and there are about 243 hacks for 0.10.x and
about 141 hacks for 0.11.x already.
The 0.11.x series already had 3 patch releases for 0.11.0, which
is in line with how it was done until 0.9.x.
We have new features implemented in addition to all the bugfixes,
which also suggests increasing the minor version.
So, I would like going to 0.12.0 directly.
After the release we could drop 0.10.x compatibility and get rid
of 2/3 of the hacks.


Regards,

wintertime

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Re: [Freecol-developers] Release: DHYB

2015-07-23 Thread winter
Hi,

as I'd really like to see a release soon I did look through all these
miscellaneous files we have inside the repository:
- I fixed a few minor issues, like wrong version number in docs.
- packaging/debian and packaging/gentoo contain ancient files referring
to freecol 0.3.0 and Java 1.4. These have been changed by the packagers
meanwhile. We may want to delete them as we dont use them or update them
to have newer examples for other packagers.
- I tried to find which version of jsmooth (the exe wrapper for Windows)
we are using and no file contained a version number. Later I found a
commit message saying we use 0.99-7 already, which is the newest
version. In reality this is a dead project not updated since 2007,
with no commits in CVS since 2008 (they really use CVS, but Sourceforge
did not restore their repo up until today).
- I stumbled upon a forum post saying jsmooth does not support 64bit,
but dont know if its true. So testing the installation again would be
nice before a release (without Java installed and with only 64bit Java
installed, though remember trying it when we had the izpack problem.
Maybe a switch to something else, maybe Launch4j, might be a good idea.
- I tried building a Windows installer and even got the Freecol.pdf
to get built for the first time, after installing MiKTeX 64bit net.
There I wondered why the developer.tex is not built, should we add it
to the build.xml where it is missing?
- Building the installer failed, as there is something wrong with
the build.xml, it can not find the translation helper:
 [java] Could not find net.sf.freecol.tools.InstallerTranslations. Make sure
 you have it in your classpath
Its also weird that some translations are hardcoded in build.xml, when
the helper would choose them automatically depending on how complete
they are. Is that intentional?
- All kinds of unnecessary things get copied to the dist directory, but
not sure if they then get packaged as that did not work. We may want
to prevent this.
- We have some asset files which are unused. Some may be deleted and some
moved to some other folder to prevent them from getting packaged.
Then I could clean up references to them in resources.properties.
- We dont use 2 of the 3 font types we bundle and I dont know if these
should get used again and how to make sure there are no missing glyphs
the currently used fonts Java provides have?
- Still need to download the jsmooth GUI helper and check all options,
as I found suspicious references to Java 1.2 and 1.4 in some config file
and am not sure it these are just for the wrapper or the game.
- Also need to check if izpack can be updated, as I remember there've
been new versions of it, which may help with the problems we had with it.

It'd be nice if you had answers for all my questions.


PS: The SF outage made me think it may be nice to not depend on only
one website. I had found someone had uploaded most of the newest commits
in Freecol git to github, but many other things I needed were only on SF.
If something stops working you suddenly see how many projects have
their website and downloads only there.
You sure have backups of the complete SVN and bug/feature trackers?


Greetings,

wintertime

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Re: [Freecol-developers] client options

2015-07-12 Thread winter
Hi,


 I was reminded a while ago by the problems with the Panel size and
 position options to have another look at the way the client options
 are handled.  This finally got to the top of the pile.

Yes, I was never really happy about how the options got handled, too.
It was difficult to find out what was going on exactly, so I avoided
touching it, just did some additional verification on the panel size
and relied on it saving better values on next save.

 1. The saved game and options.xml files can (do in my case!) contain
outdated options, options in the wrong group, and possibly even
incorrect ones if we change an option type (e.g. there are a few
IntegerOptions that might be better as Range or Percentage options).
 
To deal with this I have committed a fix that only merges options
from these sources if they match what was already loaded from
sources #1 and #2, which are considered to be definitive.  This does not
help with the case of panel options that contain unfortunate (but not
invalid) sizes, but it at least fixes some worse problems.

I thought there were several options not contained in the base options,
which only get added from user changes. If you ignore them now I could
imagine more problems arising.
I'd think the better solution would be another file containing allowed
ranges for _all_ possible options, for verification only.
The base file could then only set some defaults where needed.

 2. If there is a saved game, its options get merged twice.
 3. 

It sounds like it should be simplified first before adding on another
feature.

Maybe it could be done this way (no more complicated merging):
* At startup:
  - If there is clientoptions file, load and check against verification data.
  - If not load base file and check against verification data.
* When loading a savegame:
  - Allow loading options from there, but discard other options beforehand.
  - Allow keeping client options (2 buttons, command line or client option).
* If a change to options in RAM is made:
  - Save _everything_, even unchanged options, in client options when
save button in menu is clicked.
  - Have another button to discard client options and load base options.
* When saving a savegame:
  - Save all options inside. I personally dont like it, but see that it helps
with BRs (people often dont know when to attach log or savegame already,
they would forget attaching client options file even more often).

 4. The commit mentioned above breaks saving of Panel size and position
options --- because these options are not mentioned in the base
client-options.xml they will be ignored when subsequently merged.
They also get added at the top client options level which is a
mess, they should have their own subgroup.  However, they should
continue to work in-game for now, that is, if they were working at
all.  I do not propose to fix this for 0.11.4, partly as adding a
new option group requires touching the messages file, and partly
because I am not sure what the Right Thing to do is.

Wah, better not touch it before 11.4., possibly revert this new change.
I was hoping for a release soon, as enough new features and bugfixes
have accumulated for it to be worthwhile.
Currently, I'm already just checking for new bug reports and not
touching things.
I have a feeling there is not enough testing, but I guess many people
wont compile themselves.
It might be helpful to just precompile something and put it out as
a release canditate, but am hesitating to suggest it, as that would
be additional work for you for uncertain gain.
Maybe just do the release soon and only if a problematic bug gets
reported follow up with a fast 11.5, as we are technically still in 0.x?

Btw., I think on the changelist for the release there could be separate
categories for new features and bugfixes to make it faster for people
to find what they are interested in.


Greetings,

wintertime

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Re: [Freecol-developers] InformationPanel fail

2015-06-07 Thread winter
Hi,

 So is there an API available that does allow us to work out if the text
 will fit?  I can see that the reliance on a number of columns in
 getDefaultTextArea is going to be a problem for variable width fonts, so
 that may be the place FreeCol needs to be changed.  That may even be a
 hold over from a time when FreeCol was using a fixed width font for all I
 know.
 

I googled a bit and found someone praising the broken way of setting a column
size and warning against ignoring it and just using setPreferredSize as that
would override it and not adapt to the font.
This is actually what we want, so I would say we should try and do this
everywhere in Utility.
I also found something on Oracle website mentioning to call setPreferredSize
on the JScrollPane containing the JTextArea.
Its just that I found I've come to detest fiddling with getting all these GUI
elements to look right, so it may take some time.


Greetings,

wintertime

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Re: [Freecol-developers] InformationPanel fail

2015-05-27 Thread winter
Hi,

thats unfortunate.
The problem is, the code for sizing the text area to add line-breaks
always had a really weird imaginary number of characters to specify this.
This never worked, as its dependent on several font parameters,
which font Java decided to use and even which characters are used
in the displayed text, causing sometimes half of the width being unused
and sometimes too wide text getting cut off.

I recently tweaked the values and made it adapt to the scaling factor.
I thought its better than it was before, but I only used the warning
panel you see when loading a foreign savegame to check if it looked right.
There are separate numbers for panels with and without an icon. You
can see what was changed in git.555af3b3, if you like to tweak the
values for your usecase. Otherwise, I would need a savegame where the
dialog appears.
In the future, I'd like to see someone refactoring the code in Utility
for text areas to take a pixel size, avoiding such guessing and
tedious repeated tweaking.


Greetings,

wintertime


 Gesendet: Mittwoch, 27. Mai 2015 um 13:41 Uhr
 Von: Michael T. Pope mp...@computer.org
 An: FreeCol Developers freecol-developers@lists.sourceforge.net
 Betreff: [Freecol-developers] InformationPanel fail

 Something strange is happening to InformationPanels, where the text
 gets cut off on the right edge --- see attached.  git bisect
 identifies git.555af3b as the commit where it started.  Is this just me
 or are you seeing it wintertime?
 
 Cheers,
 Mike Pope

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Re: [Freecol-developers] The size of dialogs

2015-05-17 Thread winter
Hi,

the biggest problem in making it resizable was finding where in the code,
as its not in the panels. After I found out its buried in Canvas, it was
as simple as changing an enum or boolean value in the right method there.
Thats because creating the JInternalFrame is centralized in Canvas and
the panels are created and added in there, too.
Even stranger is that the JDialogs, that are basically a non-internal
empty AWT Window with modality methods, are not created in Canvas and a
FreeColDialog is a JDialog, when the equivalent of the JPanel used in
panels is the JOptionPane the dialogs only contain.

As said earlier, I was in favor of closing this old tracker item.
Everything possible should be resizable (tiny tooltips should auto-size),
but there is one exception.
We have a special dialog with a premade skin, which is only available
in a single size. This is btw the one where the SVN contains different
versions with the upper half of different people leaning over the top
of the diaog skin. Would you want to keep the single one, add more
of them or remove it?

There is one other complication with JInternalFrames, that got made non-
resizable. This created the bug where in the panel contructor a call to
Canvas.RestoreWindowSize was made, which could load bad sizes the users
were then stuck with (missing buttons and more). You had this patch to
add this call to more of the panels, and this is what delayed it.

There is some classes where getSize, getPreferredSize or getMaximumSize
is overridden to get a fixed size. I consider this a bad hack and removed
most of these, but some still remain (eg Colopedia Tree).
Normally one just calls setPreferredSize in contructor and thats it;
sometimes the layout creation can be adapted a bit.
The rebel tooltip in colony panel somehow did resist such change though,
when I tried to make it auto-size to fit its content.

There still remains the need to check many rarely used gui elements for
there sizing behaviour, but that might take a long time.


Regards,

wintertime


 Gesendet: Sonntag, 17. Mai 2015 um 08:22 Uhr
 Von: Michael T. Pope mp...@computer.org
 An: freecol-developers@lists.sourceforge.net
 Betreff: Re: [Freecol-developers] The size of dialogs

 On Mon, 9 Mar 2015 16:48:35 +1030
 Michael T. Pope mp...@computer.org wrote:
  Now that 0.11.3 is out I am looking through the list of issues I had put
  aside.  One of them is the question of whether dialogs/panels/whatever
  should be resizable or not.  What do people think?  What we have ATM is
  not consistent, and does not seem to be guided by any underlying
  principles.  Any suggestions for what these should be?
 
 This discussion got buried without resolution.  However after re-reading
 the thread it is clear that there is more support for making dialogs
 resizeable than for fixed sizes, if only to allow the user to work around
 strange window sizes, scales and bugs.
 
 Therefore unless a strong counter-argument appears, I think we should
 start transitioning to resizeable dialog/panels.  To that end, now that
 EuropePanel is resizeable, can we have some comment from wintertime about
 how that was done, and/or some general remarks about good practice for
 enabling resizeability?
 
 And yes, with the principle decided, I think we can now close BR#459
 as wont fix.
 
 Cheers,
 Mike Pope
 

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Re: [Freecol-developers] Release: DHYB

2015-05-10 Thread winter
Hi,

I'm replying to both mails at once.

   BR#2839 Chossing to land one colonist lands both
   ...
  Did you retest after my latest reply? It is only happening when the dialog
  show on the provided image is clicked.
 
 Sorry, I am not sure what you mean by the above. Can you give me a
 detailed description of how you trigger the bug? I have not deliberately
 been testing this, but I do use the disembark dialog fairly often in
 normal testing and have seen nothing lately. However IIRC I have only
 ever seen this problem happen twice (and in both cases I was not sure that
 it had happened), so its likely a Java-instance-sensitive race.
I just:
- loaded savegame included in BR
- moved the ship to the position on picture
- used the keypad on keyboard to attempt moving the ship to the landtile you
see the colonists on in the picture
- saw how the dialog, which you can see in the picture on the reply on the BR
opened up
- clicked the button describing the soldier (or the pioneer)
- all kinds of dialogs pop up twice
- right-click the tile and see both had moved there from the ship

   BR#2836 TileInfoPanel glitched
  Only remaining part, which could be fixed sooner, would be the missing goods
  icons for mountains/oceans, where I did not find out why that was before
  writing the issue.
 
 OK, sounds like we have artwork blockages. I will see what else can be
 done, but BR#2836 is definitely not a release blocker.
 
That part is from 2 useless empty lines between Defence and Movement, which
for some reason happens for mountain and ocean tiles, but not others.
This probably pushes the goods icons showing the tile production below the
cutoff point in the TileInfoPanel and so they can be seen only on other tiles.

 [BR#2836 TileInfoPanel glitched]
   I recently saw there is only one of the fish resource
   infos shown in the message for one tile, have there been changes?  
 
 I am still seeing double bonuses where a river meets the coast.  AFAICT
 this is correct.
 
I thought the info about the fish bonus near beach was missing, but is shown 
now.
If 2 or more boni happen to be on a single tile its cut off now, cause of
the larger font.

 I have added a routine to split text and used it in the parts of InfoPanel.
 This has fixed the problems I was seeing in UnitInfoPanel, but testing is
 limited.
 
I think we have something in Utility for a larger text area with automatic
linefeeds, but its probably not appropriate for using it in that tiny space.

 The tiny font in TileInfoPanel was just too small, so I have dropped it
 for now in attempt to make it work with a normal font.  There has
 been some unification of the texts, but opportunities are limited
 because we have to be quite terse there still, unlike in TilePanel.
 I may yet add the defence and movement information to TilePanel.  Part of
 the fix has been to shorten the defence and movement texts, which will not
 be showing up in translation yet, so expect them to be truncated in
 non-vanilla locales.  The placement of the icon seems flakey, hills tiles
 in particular are truncated at the bottom.  Do you know what is happening
 there?  What I would like is for the icon to be a bit smaller,
 is there a way to get that with createTileImageWithBeachBorderAndItems?
 
The problem with the Hills, Mountains and Forests was also caused by the
larger font. It basically needs more space and pushes the image down, far
enough for parts of it getting cut off. The panel is somehow smaller than
the skin, which gets separately drawn. You may find a way to get the unused
area on the edge of screen at bottom and right side smaller.
Though I now added a resized image of the skin, which is slightly blurred,
but worth it, as this got a usable area of about 305x160 (or maybe 5 pixel
smaller), which is about 30 pixel more than it had been before.
Thats enough for the mountains, at least.
Mountains are 96 pixel high, forests 84 and normal tiles only 64; I added
the numbers near beginning of the ImageLibrary class.

I would not make the tile image smaller, as that would need a third
MapViewer, while I was hoping of someday eliminating the second providing
the 1:1 images for panels and moving necessary code to ImageLibrary or
a new class.
You could resize it after creating the image, but I tried to eliminate
code doing such from the codebase, as it goes contrary to the caching in
ResourceManager, reduces image quality and costs cpu time.

 The EndTurnPanel has also been kicked, so far without incident.
 
Nice.


Greetings,

wintertime

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Re: [Freecol-developers] Release: DHYB

2015-05-09 Thread winter
Hi,

 Gesendet: Samstag, 09. Mai 2015 um 04:12 Uhr
 Von: Michael T. Pope mp...@computer.org
 An: FreeCol Developers freecol-developers@lists.sourceforge.net
 Betreff: [Freecol-developers] Release: DHYB

 Nevertheless we should try to keep the tree in reasonable shape.  The
 bug report list is quite good ATM.  As usual we have many bugs languishing
 in Need-Info state awaiting further information (I would especially like
 WWC1D help with BR#2824), but excluding those I do not see anything open
 that I would consider a release-blocker.  What Would-Be-Nice to see
 settled are:
 
Most of the bigger projects I wanted to do are complete now and I'll
probably put less time in for a while.
I'm waiting for people to test the resizable GUI and reporting cut off text,
most likely in some dialogs.

If more higher res images get available I could also do some changes to
the code to have these used.
The river-maker and forest-maker look like they could help with this,
though they somehow load images and modify them and I'm dont know about
the preconditions. A few code changes will also be necessary to generate
additional images in doubled resolution. AFAIK, Michael Vehrs created them
and if he could provide some info it would be of much help. ;)
It would also be nice to know if he still got some original larger images
of the coat of arms.
If other former contributors could tell more info about where other
images came from or even got some base-images still, it would be of much help.
Some are still in SVN, but need help of a person owning/knowing Photoshop
to get highres versions extracted.


   BR#2839 Chossing to land one colonist lands both
 I can probably fix this, but I can not reproduce the failure, so I can
 not test the fix.  wintertime reports seeing the failure, can I assign
 this to you, or would you prefer I went ahead with the fix and you just
 provide non/confirmation?
 
Did you retest after my latest reply? It is only happening when the dialog
show on the provided image is clicked.

   BR#2836 TileInfoPanel glitched
 Another one I would like to assign to wintertime as the now offical
 GUI expert:-).
 
I was under the impression this is stalled on someone providing a better
image for the panel skin or you unifying the messages with the other panel,
to make more space? I recently saw there is only one of the fish resource
infos shown in the message for one tile, have there been changes?
Only remaining part, which could be fixed sooner, would be the missing goods
icons for mountains/oceans, where I did not find out why that was before
writing the issue.

   BR#2820 Alt-Enter empty panel glitch
 Another one I can not reproduce.  Any updates?
 
Just the reply I had added to the report recently.
I dont know how to fix it and its blocked from happening with your change.
Fullscreen mode is too annoying to use anyway, cause of the unsupported use
of JDialog causing problems (sometimes behind the window, sometimes the
main window minimizing, depending on Java version or phase of moon).

   BR#2806 Information on corner stopped showing
 Still unclear when this occurs.
 
I think thats low priority as its happening only rarely. I would just wait
for people reporting additional sightings and more info.

 That takes us back into pre-0.11.3 bugs.  Moving on, it would be even
 nicer if we could knock off a PF or two.
 
I remember looking through most PF and thinking near everything is
blocked on Col1 info, other things I dont know enough about the code or the
gameplay of Col1, few remaining things are useless busywork like #2.

 Also on my TODO list is the America_large map.  Unlike the other maps it
 lacks predefined native settlements.  I can easily start a new
 America_large game, save it, and edit it down to the reduced format output
 by the map generator. However the settlement placement is still
 historically inept --- the Inca need to stay out of North America, the
 Arawak should be in the Caribbean rather than the Apache, capitals (Qosco,
 Teocuitlatlan, Onondaga) should be where they actually were, etc.  Any
 volunteer with patience interested in spending a while in the map editor
 to clean up America_large?  I can attach a suitable first cut if requested.
 
IIRC there had been settlements contained inside the America map, but
for some reason (bug-circumvention???) the info was deleted from it.
I guess it woud be easier to check out that old FreeCol version,
then transplant the interesting xml tags manually into the current map.
Even just copying the settlement coordinates and ownership info would
most likely be faster than researching this info anew.


Greetings,

wintertime

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Re: [Freecol-developers] Fwd: Fwd: FreeCol Website

2015-05-08 Thread winter

Hi,



and congratulations.



Btw., I saw some other old docs in the repository under www.freecol.org/docs .

Most of these might have been generated from tex in doc folder, but there are

other things like an old changelog. The developer doc I did not see there.

While changing the resource keys (which is mostly done now) I found

docs/specification.xsl contains the string .image more than once.

I dont know if/how that should be updated, in case it really reads the

resource keys before creating the docs. Maybe you could take a look?






Greetings,



wintertime






Gesendet:Donnerstag, 07. Mai 2015 um 14:13 Uhr
Von:Caleb Williams cale...@gmail.com
An:FreeCol Developers freecol-developers@lists.sourceforge.net
Betreff:[Freecol-developers] Fwd: Fwd: FreeCol Website


FYI.

-- Forwarded message --
From: Caleb Williams cale...@gmail.com
Date: Thu, May 7, 2015 at 7:09 AM
Subject: Re: [Freecol-developers] Fwd: FreeCol Website
To: Michael T. Pope mp...@computer.org






That ship has sailed. The website contains the auto-generated javadoc.
The javadoc is generated from our git tree. I even have a script for
uploading it already. Having a copy of the website already present
potentially (when I have written those scripts) makes the release process
simpler as I can edit the release-relevant pages in my local git instance
and upload them and the javadoc in one hit.

What type of process will there be for updating the actual Repository to the website? Is that part of the script you have worked out?



Meanwhile, MR#35 is in, however this is inefficient. Would you like
commit privilege?

I guess its time.






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Re: [Freecol-developers] Some paper-edge bugs.

2015-05-06 Thread winter
Hi,

there are many parts of the GUI I changed since the 11.3 release,
including the size of the RebelTooltip. I remember checking it in
both German and English and even with increased font sizes.
Like many parts of the GUI it is coded weirdly, in that first
a size for the panel is specified and only later stuff is filled in,
in hope the is enough space, when it would be better to fill it and
calculate the size depending on it. This takes much time to fix.
As you write on the second problem, you already compiled a recent
git version. It would have been more useful to re-check the first
problem you saw on the old version, using the new version.
If I misunderstood which version you were using, please restate it.
Attaching a logfile would also be an option, as the version number
is contained therein. If you could attach the savegame it would
also be helpful, as the text inside the tooltip is dependent on
current gamestate, like how many bells you accumulated inside the
colony and how many colonists are there working, and the savegame
also contains the language options and saved panel sizes.

When looking at the image of the colony panel I saw that it somehow
shows a different font being used, which is wider than for me.
Could you attach the logfile for that to see some more info about
the font and the OS you use?


Greetings from another part of Germany,

wintertime


 Gesendet: Mittwoch, 06. Mai 2015 um 00:14 Uhr
 Von: Werner Bast werner.b...@onlinehome.de
 An: FreeCol Developers freecol-developers@lists.sourceforge.net
 Betreff: [Freecol-developers] Some paper-edge bugs.

 Hello all,
 
 There are some minor bugs that leave the experience as if the
 freecol-Projekt is not really ready to show. e.g.:
 
 1.) Panel with Bellproduktion(RebelTooltip) is to short
 
 see Attachments(GlockenProd*). The last line is the culprit.
 Attachements are from the latest download(0.11.3) and run standalone
 
 2.) In ColonyPanel the ColonyCargoPanel and the OutsideColonyPanel
 aren't localized at all. see ColonyPanel_0_11_3_git.png
 the attachement is running from Eclipse on the latest
 git-Source(9c3c4c5c ...(src))
 the blue marked are the ones with the localization - issue.
 the red marked has a questionable font-size.
 
 
 Greetings Werner Bast
 

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[Freecol-developers] [SPAM] Aw: Re: FreeCol Website

2015-05-06 Thread winter
Hi,

 The initial step is to cull the site down to the core static pages.  PHP
 is not required there.
 
  Conversely, if we want eventual dynamic content delivered via PHP
 
 Let us decide that when the time comes.  The opinion of the people who do
 the work will carry the most weight.
 
As I see it from just viewing the page, there is no dynamic content on it
(besides maybe the removed poll). That would mean its not necessary to code
it in ugly PHP and regenerate it for each page view.
I think, the logical thing is to do it the same way as its done for code:
Write sourcecode in an easy language, compile it to static html and upload it
once when you add content, then only serve the static pages.

Take a look at http://commonmark.org/ . This might enable writing some parts,
like the news items, in nearly the same syntax as you do when editing the wiki
at SF, without thinking about the details of html.
I guess, the menu parts of the website might not need many changes over time
and could stay as is.


Greetings,

wintertime

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Re: [Freecol-developers] The size of dialogs

2015-04-13 Thread winter
Hi,

 Gesendet: Montag, 13. April 2015 um 11:15 Uhr
 Von: Michael T. Pope mp...@computer.org
 An: freecol-developers@lists.sourceforge.net
 Betreff: Re: [Freecol-developers] The size of dialogs

 On Sun, 12 Apr 2015 18:44:18 +0200
 win...@genial.ms wrote:
  It looks mostly presentable, though weird in some places.
  I put most effort into getting the Map, InfoPanel, ColonyPanel,
  EuropePanel, ReportPanels, Colopedia and their subpanels presentable.
 
 Just be wary of the sizing.  We still claim to support a minimum
 resolution of 1024x768, but there have been a few commits containing line
 like this:
 
   getGUI().restoreSavedSize(this, 1050, 725);
 
As I wrote at the end of the commit message (which was a bit long so you
may not have seen it completely without intentionally sidescrolling), that
is only a preferred size, and I tested that when you start the game with
--windowed 1024x768 or even --windowed 800x600 these panels automatically
resize themselves to just fill all available space below the menu.
Actually people playing at such small resolution will have a better
experience now through my changes, as I made sure most panels internally
adapt, where before they would just cut off parts.
The exceptions I know of are the once per game shown declaration dialog
(with all those options for choosing your flag) and the Continental Congress
Report (it could have the ok-button cut off still, which I tried to fix,
but it resists).
The End Turn Dialog looks mostly acceptable, but it got my attention as the
sizes seem all fixed and it is even more resistant to all changes I tried,
even just to have te icon shown better.

 I am stuck in the messages clean up for now.  I hope to get back to play
 testing after that.
  
I hope Caleb can give it a try then?
Naturally, it would later be only an optional thing with a few steps, maybe
normal 1x, 1.25x, 1.5x, 1.75x and up to 2x; the diff you can use with
git apply is just the simplest way to have it show up before that code
is written.

  Btw., I saw in the old SVN repo some nice highres base art, which could
  be checked out to get some better looking versions of many images with
  higher, standardized resolutions to avoid upscaling.
  For example, I saw the gorgeous image of the fur trapper, which the tiny
  icons we currently use are not giving justice to.
 
 If there is a way to use higher resolution base images, please proceed.
 
Well, its certainly possible, but there would be a long list of tasks:
- Someone would need to go through and see exactly which of the currently
used images are in the repo and make a list of corresponding file names
and folders and available sizes.
- Some investigation needs to be done which image resolutions would be
best, to have all be consistent and fitting to how they are used.
- Some intelligent logic would need to be added to the Resource management
and maybe also the way filenames for images are generated (as there would
need to be multiple names for same image at different resolutions).
- Most code using the images would need to be adapted, as it implicitly
assumes some base size for each image and then applies a scale factor,
which intermingles the needed size with the implicit assumption of the
size in the specific loaded file.
- Someone with access to photoshop (or I dont know if you can use those
.psd files with something else) would need to go through the lists
and crop, resize and save at the needed resolutions (multiple per image,
either exactly as needed, or like its done for mipmaps).

 Cheers,
 Mike Pope
 

Regards,

wintertime

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Re: [Freecol-developers] Latest Git cannot load saved game

2015-04-12 Thread winter

Hi,



I also thought later this or some locally changed non-commited change might be the cause.

I would check with git status if any files are listed as changed, then either git stash for

keeping them or git reset --hard for throwing them away.

Then check if master is exactly at same point as origin/master, as there could be some

bad merges from the gui tool always using git pull. This could also be fixed with reset,

but would need looking up the extra parameters and preconditions for safety.





Greetings,



wintertime



Gesendet:Sonntag, 12. April 2015 um 08:58 Uhr
Von:Jonathan Aquilina eagles051...@gmail.com
An:Michael T. Pope mp...@computer.org
Cc:FreeCol Developers freecol-developers@lists.sourceforge.net
Betreff:Re: [Freecol-developers] Latest Git cannot load saved game


Could it be something with the code he had pulled in his system. I would also suggest a clean clone of the code from git to see if there is really a problem in the codebase to begin with.


On Sun, Apr 12, 2015 at 8:47 AM, Michael T. Pope mp...@computer.org wrote:

On Sat, 11 Apr 2015 15:33:35 -0500
Caleb Williams cale...@gmail.com wrote:
 I did just as you asked, ran ant clean and ant distclean and then
 recompiled [27aa48], and I still cannot load that file.

I can not reproduce a problem either. The game loads fine for me, and if
I unpack it and look at the point it goes wrong according to the crash in
the log file, it also looks normal/not-corrupt.

I added some more tracing in git.b542f46, that may shed further light
on the problem.

Cheers,
Mike Pope


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Re: [Freecol-developers] The size of dialogs

2015-04-12 Thread winter
Hi all,

my long going efforts to get the code in shape for having the whole GUI
resizable are beginning to pay off.
You could check out the current state, when you apply the attached diff!

It looks mostly presentable, though weird in some places.
I put most effort into getting the Map, InfoPanel, ColonyPanel,
EuropePanel, ReportPanels, Colopedia and their subpanels presentable.
Some places, like views of tiles in Panels and header text, are
intentionally not scaled atm., to avoid breaking.
It would be nice if you could try it out and tell me about broken dialogs,
especially the ones randomly appearing for all kinds of game events,
as I was only coding and not playing!

I think the method for activating it would be best done same as the map
scaling, by adding hotkeys and menu items. I'd like to know from you if
something needs to be done before its in a good enough shape to add these
soon, for everyone to enjoy it. So, please try it out!

Btw., I saw in the old SVN repo some nice highres base art, which could
be checked out to get some better looking versions of many images with
higher, standardized resolutions to avoid upscaling.
For example, I saw the gorgeous image of the fur trapper, which the tiny
icons we currently use are not giving justice to.
For the forest and mountain images I'm not sure if there are better ones.


Greetings,

wintertime
diff --git a/src/net/sf/freecol/client/gui/FontLibrary.java b/src/net/sf/freecol/client/gui/FontLibrary.java
index 316522a..b7eedfd 100644
--- a/src/net/sf/freecol/client/gui/FontLibrary.java
+++ b/src/net/sf/freecol/client/gui/FontLibrary.java
@@ -103,7 +103,7 @@ public class FontLibrary {
  * user-provided name.
 */
 static Font createMainFont(String fontName) {
-final float defaultSize = 12f;
+final float defaultSize = 12f * 2f;
 mainFont = null;
 if (fontName != null) {
 Font font = Font.decode(fontName);
diff --git a/src/net/sf/freecol/client/gui/GUI.java b/src/net/sf/freecol/client/gui/GUI.java
index d6d8c20..025f98c 100644
--- a/src/net/sf/freecol/client/gui/GUI.java
+++ b/src/net/sf/freecol/client/gui/GUI.java
@@ -254,7 +254,7 @@ public class GUI {
 public GUI(FreeColClient freeColClient, boolean headless) {
 this.freeColClient = freeColClient;
 this.graphicsDevice = headless ? null : getGoodGraphicsDevice();
-this.imageLibrary = new ImageLibrary();
+this.imageLibrary = new ImageLibrary(2f);
 }
 
 
diff --git a/src/net/sf/freecol/client/gui/panel/Utility.java b/src/net/sf/freecol/client/gui/panel/Utility.java
index 3689987..37244f8 100644
--- a/src/net/sf/freecol/client/gui/panel/Utility.java
+++ b/src/net/sf/freecol/client/gui/panel/Utility.java
@@ -139,7 +139,7 @@ public final class Utility {
 Font font = FontLibrary.createFont(FontLibrary.FontType.NORMAL,
FontLibrary.FontSize.TINY);
 StyleConstants.setFontFamily(regular, font.getFamily());
-StyleConstants.setFontSize(regular, font.getSize());
+StyleConstants.setFontSize(regular, font.getSize() * 2);
 
 Style buttonStyle = STYLE_CONTEXT.addStyle(button, regular);
 StyleConstants.setForeground(buttonStyle, LINK_COLOR);
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Re: [Freecol-developers] The size of dialogs

2015-04-08 Thread winter
Hi,

the savegame you sent me was what finally prompted me to fix it.
A whole part of the Europe Panel was missing.
I had seen some of this already, but never saw it being that bad.
The problem is the game saving the sizes of some old version and
when you fix something in the GUI it resizes the panels to bad, old
sizes.
What makes it worse is if you deactivate saveing the size with the
option it stops both loading and saving and when you finally
reactivate it it find some ancient size that was never updated.
I would prefer changing it to always save it and just not load it,
but the otion is called REMEMBER_PANEL_SIZES and not LOAD_PANEL_SIZES.
I'd like to get the Europe Panel resizable btw..


Greetings,

wintertime


 Gesendet: Mittwoch, 08. April 2015 um 19:02 Uhr
 Von: Caleb Williams cale...@gmail.com
 An: FreeCol Developers freecol-developers@lists.sourceforge.net
 Betreff: Re: [Freecol-developers] The size of dialogs

 Please note that as of Wintertime's commit of
 [0d61c7[https://sourceforge.net/p/freecol/git/ci/0d61c7292641e9f3c2f43d93d0b24b12319f8e61/]],
 my issues with EuropePanel is now fixed.
 --
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Re: [Freecol-developers] First Successful Merge Request completed

2015-04-07 Thread winter

Hi,



just saw you wrote something while I was working on your merge requests.


In terms of internationalization it is bad to programmatically change any string, because different languages

have different, sometimes strange rules. How will you capitalize, for example, Chinese?

The way of doing it is put the string into the English language file in the way it is needed, then rely on

the translators to translate it appropriately (hopefully giving them enough information so they know of

special circumstances like the text being put in a header).





Greetings,



wintertime






Gesendet:Dienstag, 07. April 2015 um 07:43 Uhr
Von:Caleb Williams cale...@gmail.com
An:FreeCol Developers freecol-developers@lists.sourceforge.net
Betreff:Re: [Freecol-developers] First Successful Merge Request completed



All:


Based on WTs non-public comment on the issue, SFs Git integration seems problematic to say the least.



I submitted a few MRs tonight and #29 combines all three, so please push that one of any of them. Sorry for the confusion.







Youll notice that the above MR attempts to addcommons-lang3-3.4.jar as a required dependency. Thats not required for any of the code changes Ive made, but hopefully it will be useful in the future.



One of the issues I have with Java is that it just doesnt work the same way as Im used to in PHP and its very strict with object types. It is truly a different way of thinking that I have not mastered.



For instance, given .addStringTemplate(%unit%, unit.getLabel()) in ServerColony.java, the end result of unit.getLabel() needs to should be in title case (for example, Printing press to Printing Press), so that when the Message shows up it will read, for example: Jamestown has completed building Printing Press where the p in press is currently not capitalized. This is line #579.



If I could extract the string that unit.getLabel() produces (in other words, just the text itself), then I could apply WordUtils capitalizeFully method to easily produce Printing Press from Printing press (again, thats just an example).



Im hoping one of you devs can point me in the right direction so that I can stop banging my head against this wall. FWIW, I did find the toString Method in StringTemplate.java as well as its SuperClass iteration in the Java.String class, but I couldnt quite put 2 and 2 together (or in this case morph a String Template object to a String object).



I appreciate all your patience on my Java learning journey.



Best,



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Re: [Freecol-developers] First Successful Merge Request completed

2015-04-05 Thread winter

Hi,



the underlying problem is the NetBeans people were too lazy to update their

XML-Validator to allow anything more than Java 1.5 for ages, although I saw

they have bug tickets for this, including one from me clicking submit in the

IDE once.

When you go and change this setting (which is *only* for the texteditor to

show more warnings, as there is a separate setting for compiling already set

to 1.7), its temporarily applied, but a tiny exception bubble shows in status line,

indicating it can not save the project file cause of failed valitation.

When I manually edited the project file using Notepad++ and tried out other

settings, then tried to load the project in NetBeans it also failed to load the

project cause of the same error, and being able to load the project trumps

having to change the setting each time I open the IDE.

I was kind of hoping when writing the comment on the merge request Caleb

would tell he had found a new version where they fixed it.



I would just keep the request as a reminder for now, to recheck someday.

A sideeffect is that it makes the merge request button visible; if there were

only closed requests you would have to guess the URL to see the subpage on

SF website.





Greetings,



wintertime





Gesendet:Sonntag, 05. April 2015 um 06:31 Uhr
Von:Caleb Williams cale...@gmail.com
An:FreeCol Developers freecol-developers@lists.sourceforge.net
Betreff:Re: [Freecol-developers] First Successful Merge Request completed



 Meanwhile, while I am writing, what is happening with MR#14 folks? You
 know I have been ignoring that warning, but if you think it can be fixed it
 would indeed be nice.

Mike,

Unless wintertime is aware of a more specific issue that I am not aware of, all i know is that the project.xml file is out dated in source version number (1.5 to 1.7) and the Jars.

For me, I just update NetBeans Project Properties for it anytime its overridden due to Git rebase/merger or a redownload of the source code.

The Jars update fine and Netbeans will process those Jars in such a way as to not complain about attempting to import MigLayout and it not existing (for example).

However, when you go to update the source code version, it throws an error when you change it to 1.7. It doesnt seem to change the config.xml file, but it still processes it as 1.7.

Im on my phone, so I cant look up the exact error message off-hand ARM, but its a NetBeans issue.

WT,

Yup, Im using 8.02 with all the latest plugins.

Do you know where the the Project Properties live if not in each projects project.xml file? Changing the settings as above seem to have no effect on the file, making me wonder if they are stores elsewhere.

Also, after the error described above, NetBeans has no issues reading/processing/compiling the code as 1.7.

Best,

Caleb







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Re: [Freecol-developers] First Successful Merge Request completed

2015-04-02 Thread winter
Hi,

yesterday I was too tired to write something, though I'd like to tell why I put
nearly 2 hours into changing all the logger calls back.
When reading the logfile to check my other changed I saw at many places {0} 
{1}
and so on, not the data values one would want to have there.
I wanted to revert using a few git commands, but found it was all intermingled
with other changes. I thought I'd go for the best result and separate the good
parts from the bad parts manually, by finding each affected file, opening each 
in
Netbeans, go to the diff view, find the last good commit and scroll through to
find and click all relevant changes. When I found more and more of these 
changes,
I had already invested too much effort to discard it and wanted to get it done
before even more other changes get added to the codebase, which would have made
it even more tedious.
As a positive sideeffect the logger calls only take 1 or 2 lines again, not
up to 8, which helps readability.

The moral is:
- Keep each commit to a single logical change to avoid turning a 1 minute revert
into a massive task.
- Don't change working code just for the sake of change or making an IDE happy.


Regards

wintertime

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Re: [Freecol-developers] Fwd: First Successful Merge Request completed

2015-03-31 Thread winter

Hi,



can you at least read the replies I wrote on the merge requests yesterday?

I wrote there among other things, that I cherry-picked many things off of your fork repository, of which

most were adding @override.


I have the impression SF implemented them in a weird, halfdone way when copying from Github.

The website probably shows 0 commits if there was any other commit on the base repository

master branch.

If you have done work locally and maybe commited something on master, but not pushed it,

the careful repair mode for the person forgetting to make a branch goes:

 git fetch

Argl there is something new downloading (if you used pull without --rebase option you would have got an

unwanted merge by now, like I saw in your history, which you may want to ask first how to repair, possibly

using temporary branches, checkout and dangerous reset --hard).

 gitk --all
Then find out if there are conflicts looking through the GUI.

If yes you better mark where your work is with a branch, using

 git checkout -b temp

Then try

 rebase origin/master

if there are conflicts

 rebase --abort

then ask.



Preparing a merge request goes like this:

Be on the branch with your work.

Do a fetch to check for new commits.

Then rebase or cherry-pick only what you want to include in the request onto the latest origin/master,

maybe use rebase -i for reordering, squashing, fixing up commits or commit messages.

Rename the branch something adapted from bugfix/bugname or feature/featurename or whatever the

convention of the project is.

Do a push of the branch to your fork.

Go to SF website of your fork, check the new branch is there, choose it and edit the request.

Before sending the request triple check the request has no typos and shows the correct branch,

because there is no way to edit it later for you on the incomplete sourceforge website.

Send it and check it correctly got through on project website.



Id suggest reading a git tutorial, because it is overcomplicated and intentionally made

different than older systems like SVN which automatically rebased and only had the trunk.





Regards



wintertime




Gesendet:Dienstag, 31. Mrz 2015 um 00:52 Uhr
Von:Caleb Williams cale...@gmail.com
An:FreeCol Developers freecol-developers@lists.sourceforge.net
Betreff:[Freecol-developers] Fwd: First Successful Merge Request completed


Forward.

-- Forwarded message --
From: Caleb Williams cale...@gmail.com
Date: Mon, Mar 30, 2015 at 5:52 PM
Subject: Re: [Freecol-developers] First Successful Merge Request completed
To: Michael T. Pope mp...@computer.org




On Mon, Mar 30, 2015 at 5:29 PM, Michael T. Pope mp...@computer.org wrote:

On Mon, 30 Mar 2015 14:11:20 -0500
Caleb Williams cale...@gmail.com wrote:
 On Mon, Mar 30, 2015 at 3:06 AM, Michael T. Pope mp...@computer.org wrote:

  On Mon, 30 Mar 2015 01:13:32 -0500
  Caleb Williams cale...@gmail.com wrote:
   Plus it didnt help that I misinterpreted Michaels comment on the
   merge request.
 
  I should probably clarify here (rather than on the merge request) some
  JavaDoc practices used in FreeCol. Obviously there are two consumers of
  JavaDoc: humans reading the code, and JavaDoc-manipulating programs. The
  former is more important IMHO:-), but the latter can not be ignored.
 

 I understand that better now. Thanks. The issue is that I cannot access the
 Merge Request discussion in any way once its been submitted. After that,
 email is the only recourse.

This is a surprise. I have kicked your Sourceforge FreeCol permissions,
hopefully improving your access.



No change. I cannot seem to access the discussion for the Merge Request after submission.




 That is the bulk of what Im adding, which as I understand it hurts
 nothing, but *can* help the compiler do its job.

@Override is also a helpful reminder to the programmer. Its worth adding.



Perfect. I understand that what Im doing wont make a huge difference to the end user, but hopefully can improve some things for the programmers.





However, please do not do this:
+  * @throws java.io.IOException

This is just silencing a warning without adding anything for the
programmer. The programmer can already see throws IOException in the
functions signature. The same applies to @param foo. I much prefer to
see:

 @throws IOException Simple reason why the exception is thrown

The quality of the explanation does not have to be high. What I hope
for is for a human to have looked at it and thought about it, however
briefly.


I do try to do so, but unfortunately quite a bit of the code is over my head. Now that Ive changed the NetBeans code hint settings, I dont seen Java Doc related hints at this time, so Ill have to leave that for another time (when I know more about it) or for the next person to come along.



Now, do you think you could write some documentation of the Merge Request
system? doc/developer.tex would be the standard place for it. Just about
everyone who uses it finds it 

Re: [Freecol-developers] First Successful Merge Request completed

2015-03-30 Thread winter

When editing the code I try to reduce its size, because Java is verbose and the less code to maintain the easier it is done.

Thats why I only add to the Java-Doc comments when I think of some halfway useful text to type in manually. Id suggest you do same.



Regards



wintertime



Gesendet:Montag, 30. Mrz 2015 um 07:15 Uhr
Von:Caleb Williams cale...@gmail.com
An:FreeCol Developers freecol-developers@lists.sourceforge.net
Betreff:Re: [Freecol-developers] First Successful Merge Request completed



On Sun, Mar 29, 2015 at 10:31 PM, Caleb Williams cale...@gmail.com wrote:




Hey all,


After a long time of bashing (no pun intended) my head against the SourceForge git wall, Ive managed to make a successful merge request.



All it should be is slight code clean up involving some of the following (client/gui/panel) files:



	Remove unneeded packages
	Add @Override tag where appropriate
	Add @param and @return were appropriate
	One or two if else to switch statements
	A couple log syntax changes --- those are what needs to be tested more of all as Im not sure how theyll effect FreeCol.log (Im hoping not at all)


Ive compiled the changes and have received no issue so far.



As I mentioned, this is all semi-automated work from what NetBeans is telling me can be added. Im not attempting any complex changes.



Thanks,


-- 


Caleb R. Williams






 




Just an FYI:



{@inheritDoc} existed previously. I did not add that in. I could easily run a search for all of them in Panel directory and get rid of them.


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