Re: [Freecol-developers] Java version bump
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] TradeRouteInputPanel patch
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] TradeRouteInputPanel
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sour
Re: [Freecol-developers] Nightly Builds broken
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Nightly Builds broken
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
[Freecol-developers] Nightly Builds broken
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] FreeCol: Contribute Programming and Content Writing
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 Comput
Re: [Freecol-developers] FreeCol: Contribute Programming and Content Writing
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? ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] FreeCol: Contribute Programming and Content Writing
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] not dead yet
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 > > > > > > ___ > Freecol-developers mailing list > Freecol-developers@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/freecol-developers > ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Web update
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 co
Re: [Freecol-developers] Web update
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/r1RUrbF
Re: [Freecol-developers] Web update
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] New pull requests
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&limit=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...
Re: [Freecol-developers] FreeCol XXE Vulnerability
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Website fixes
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'
Re: [Freecol-developers] Website fixes
As I tried to say, Stian or another inactive project member is controlling the domain records, which means it is not that easy. Gesendet: Freitag, 03. Januar 2020 um 09:20 Uhr Von: "Jonathan Aquilina" An: win...@genial.ms Cc: "David Lewis" , "FreeCol Developers" Betreff: Re: [Freecol-developers] Website 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 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" ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Website fixes
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. Popewrote: 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" ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Website fixes
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Website fixes
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Website fixes
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 Lewiswrote: 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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] FreeCol XXE Vulnerability
Hi, I added a sentence on older versions to the news, the new file is attached. Please, proofread! You may want to change the file name to have a different date, but you can just drop the file into _posts directory and compile the website with Jekyll, as it contains the necessary yaml header. All links should automatically be updated, though it may be better to double-check the links in homepage, news index and sitemap, especially when you use the older Jekyll version. Running "gem update jekyll" should work correctly, because there is so many gems they should leave the option, no guarantees though as to how your distro modified stuff to make it incompatible. It might be useful if you copy the non-header part of the text to https://sourceforge.net/p/freecol/news/ and use same title, same time you do the website upload. When I played a recent version it was kinda annoying with the green cursor switching to terrain often and not being able to see next unit or turn end info on lower right. It also did not blink. Otherwise it seemed playable (in the short time I tried it), now that the not being able to return from Europe bug is nearly fixed (old safegames with ship already in Europe stay broken). So, putting out 0.12.0 may be a good choice, considering 0.11.6 also contains a number of bugs discovered and fixed meanwhile. Greetings wintertime > Gesendet: Mittwoch, 01. Januar 2020 um 06:26 Uhr > Von: "Michael T. Pope" > An: "FreeCol Developers" > Betreff: Re: [Freecol-developers] FreeCol XXE Vulnerability > > On Tue, 31 Dec 2019 02:06:21 -0800 > David Lewis wrote: > > I think we might be okay to start releasing RC versions of 0.12 right away, > > since "0.x" implies beta, we don't need to necessarily support the 0.11 > > line, and thus don't need to worry about backporting fixes, so long as we > > release an update that contains the fixes that folks can upgrade to. > > I have been working through the bug list and while there are indeed new > annoying open issues, perhaps the CVE-fix is enough reason to just forge > ahead. > > >[wintertime, regarding the news item] > > Should it be mentioned that even older versions are affected and which? > > AFAICT the dodgy Java call has been in use since at least 0.10.0. Ironically, > there used to be a lot more of them! I mentioned 0.11.6 explicitly because > that > the only version we are really supporting at this point (i.e. if you report a > bug in earlier FreeCol the first thing I want to know is if you have tried the > current release). However feel free to say something like "All supported > FreeCol releases prior to 20191227" or thereabouts. > > > When should people upgrade? > > Well I always tell people who just want to play FreeCol to use the latest > stable release, and I would continue to say that. However that is just my > opinion. Do we even want to make an Official Recommendation? > > Cheers, > Mike Pope 2019-12-31-freecol-xxe-vulnerability-fixed.md Description: Binary data ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] FreeCol XXE Vulnerability
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
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. ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] FreeCol website upload
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Website fixes
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 of
Re: [Freecol-developers] Website fixes
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 > > > > ___ > Freecol-developers mailing list > Freecol-developers@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/freecol-developers > ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Website fixes
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
[Freecol-developers] Website fixes
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Project looks abandoned due to presentation issues
Hi, nice that you got the nightly builds running again. I see you got some extracted commits on the github website repo already, not sure if that is the whole history without checking. I guess, you did some magic using git filter-branch, but don't have the script anymore? :( It was years ago, I used this for something simple only and sadly don't remember any details. As for the website itself, every time I look at it I find more broken things. There are many old news items with missing text, but luckily there are overview pages containing the missing content. The way to fix this is to search files for pages below news/ containing: "You are not authorised to view this resource. You need to login. " Then search all other pages for the page title, especially any named "news/page-*.html" or "news/*/page-*.html" and copy-paste the missing html+text from each item into each broken single page. Blake, could you help with this? I would be grateful, if you did. The page navigation partially remaining from the former CMS is giving me headaches. I also found more broken and missing content and navigation links. I'd love to get rid of it and just have link lists to single news items with a backlink, but I don't have the time and it depends on the fix mentioned above being done. It might also be slightly worse from a user perspective to always click an additional link? There are a few pages too wide for the background, which might need either some extra line breaks, css fixups or adding some scrollable box around some parts (like embedded code). Examples: http://www.freecol.org/roadmap.html http://www.freecol.org/news/production-depending-on-difficulty.html Pages are still XHTML1.0 transitional and I did not check if they even are compliant -- would be great to upgrade to HTML5, but I think that can wait. I'll add the 2017 news item in a minimally invasive way and wait with another until the broken stuff is fixed. There must be broken remains of former pages on the webserver, which are not inside git, for example, http://www.freecol.org/bugtracker/ which could only be fixed with direct access to the server. >From a quick look at the website script, it seems dependent on some settings of Mikes computer. Greetings, wintertime Gesendet: Sonntag, 08. Dezember 2019 um 10:03 Uhr Von: "David Lewis" An: "D Blakeley" , "Michael T. Pope" Cc: "FreeCol Developers" Betreff: Re: [Freecol-developers] Project looks abandoned due to presentation issues Hi all, I haven't had a chance to read through all of the replies yet, but just wanted to send a quick update. I got the merges back on track, so master and slim branches are now updated from Sourceforge, and the Travis-CI builds are now working again: https://travis-ci.org/FreeCol/freecol/builds This means that we should have our nightly builds available: https://github.com/FreeCol/freecol/releases The only repo I haven't updated yet is the website repo. I know we had discussed it in the past, but the migration to Github was postponed until everyone was on board and we released the 0.12 update. But I haven't tracked the status of that. Also, @Michael T. Pope, I've added you to the Github org project team. Please let me know if you have access to it. David On Sat, Dec 7, 2019 at 10:23 PM D Blakeley via Freecol-developers <freecol-developers@lists.sourceforge.net> wrote: Winter: > thank you, Blake, for helping. > As written on GitHub, I used most of your changes for the website, > with a few tweaks: https://github.com/FreeCol/freecol/pull/49 Thanks Winter! I'm glad my efforts weren't a waste haha! I see you found a nice icon for the nightly release download too. Looks good! People will now being going to the right places to download and contribute. Just need to sort out the sourceforge info areas, however I'm guessing you're not an admin there meaning I need help from one of the other guys. > Double-checking and a few more suggestions are welcome. ;) Well I think I said this before but a videos section on your website would be really good. Whether its a separate section on the main menu or you rename screenshots to "Media" and have a new videos page as a subsection to it I don't know. I can gather all the videos out there and embed them, I just need a working page to put them into. Not game to try creating it myself as I have no idea how to mass implement a menu change to every page of a website on github lol. I don't normally have to worry about stuff like that as my website is still in the dark ages and uses frames so I only have to update one place when I make a main menu change lol. > What I still want to do is add the forgotten news item > https://sourceforge.net/p/freec
Re: [Freecol-developers] Project looks abandoned due to presentation issues
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Project looks abandoned due to presentation issues
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Project looks abandoned due to presentation issues
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 ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Release 0.12.0 Status
Hi, on previous releases I added the git tag and updated the stable branch. I think, these should be added to the release checklist. IIRC I did something like: git checkout release-commit-id git tag -a v0.11.6(may have been without -a) git checkout stable git merge --theirs --no-ff v0.11.6 git push --tags origin stable Greetings, wintertime -- Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Welcome David Lewis
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. Popewrote: 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 -- Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers -- Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers -- Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] 0.12.0
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. Popewrote: 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 -- Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers -- Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers -- Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] How to build in IntelliJ
Hi, I only tried out IDEA once a long time ago, but I think your problem is not IDE-related. You probably ran into the common ant/javac problem that dependant classes do not get recompiled automatically if their file was not changed, but another. Just run "ant clean" before recompiling and it most likely will work! Greetings, wintertime Gesendet: Dienstag, 28. Februar 2017 um 07:00 Uhr Von: "Caleb Williams" An: "FreeCol Developers" Betreff: Re: [Freecol-developers] How to build in IntelliJ Hi, Excellent question. Dunno if anyone uses IDEA to develop other than I. As of a couple months ago, I was able to fully build the Jar file via IDEA using Ant within IDEA. I was able to fully debug the code (with the built-in debugger). That said, I probably have not tried since somewhere in the September to November range and could not say if the error you experienced is reproducable on my end. If I remember, I try with the latest revision when I get home from work tomorrow. Thanks, Caleb On Feb 27, 2017 11:52 PM, "Claes Mogren"wrote: Hi, Just a quick question, what should the settings be to set up the FreeCol project in IntelliJ? I tried running the "build" ant command but got the following error: /freecol-git/src/net/sf/freecol/common/networking/RemoveMessage.java (57:28) error: invalid method reference non-static method getId() cannot be referenced from a static context Does FreeCol even build on OS X? Btw, I'm a long-time lurker, glad to see there is still some activity here. /Claes -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
[Freecol-developers] Combined river styles
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 -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] SourceForge is unusable again
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 -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] emails from patches
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) { > +if (!ag.isPositiv
Re: [Freecol-developers] emails from patches
Hello, you know how that answer feels? Like you only value your own time, as you don't even invest enough of it to write a tiny justification for each patch. 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. 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. That means we'd have to take the time to profile and most likely see no significant improvement to justify changing the code. Then if I would decide on using such a patch I personally would need to copy the text from each email out into a new file and try to apply it. Mike Pope may be able to use the emails directly, but would still have to figure all other stuff out. You could just post a link to a branch on your SF or Github fork and if its just a whole stack of related commits one posting including a link to a git repository and a few numbers would be better than a stack of emails. Even better would be if you made bugfixes instead of micro-optimizations. Regards, wintertime > Gesendet: Montag, 13. Februar 2017 um 13:52 Uhr > Von: "Enrico Weigelt, metux IT consult" > An: freecol-developers@lists.sourceforge.net > Betreff: Re: [Freecol-developers] emails from patches > > On 13.02.2017 13:25, Fenyo wrote: > > Hi, > > > > *> I don't remember ever getting so many emails from people submitting > >> patches. Is there something Enrico is doing differently? > > > > *I was just gonna say that. > > > > Is it possible that Enrico should post his patches at this page?: > > https://sourceforge.net/p/freecol/patches/ > > Far to complicated and time consuming. > > --mtx -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] River styles
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 -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] River styles
Hi, > Gesendet: Sonntag, 12. Februar 2017 um 02:32 Uhr > Von: "Michael T. Pope" > An: win...@genial.ms > Cc: "FreeCol Developers" > Betreff: Re: [Freecol-developers] River styles > > Will test. Nice. > I am not sure either now. The change to river styles was not my code. > Later when trying to fix the broken maps I recall being deeply confused > about what used to be valid, so I tried to be generous in what we read > (so potentially including nonexisting cases), and conservative in what we > wrote. I remember getting some NPE when I tried removing a null check in the display code a few months ago, but that might have been caused by the checking having replaced with null. I guess its safer to keep a null check. > > In my own save I also found a few null roads were duplicated, is that a bug? > > I think so, but not a serious one. > > > I only saw that when checking the output from the updated readAttributes > > for correctness in the logfile. It looks like other parts of the game > > might not be accessing the duplicate, as it keeps the null style and gets > > resaved that way. I'll attach the save and log file. > > Examples you can search for: > > tile:3139 > > tile:9240 > > Which save game? I do not see any duplicates in the attached one for > tile:3139. I was going from the log file I had attached, where these tiles appeared to be read in twice. The savegame name should be in the log and the same I had attached, 14e3a40e_Niederländisch_1508.fsg - is it not? I had unpacked the save, looked at and searched the xml, then thought I had seen 2 road improvements for that tile number inside it (not the tile itself, the snippets were for searching the log but have the tile number for the save), but my eyes may have been confused by the huge pile of run-together characters. > > 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. However that is a different thing from the > integrity checker, as in the checkIntegrity stuff in the code, which I get > to with the --check-savegame argument on the FreeCol command line. Ah yes, that makes sense. Greetings, wintertime -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] 0.12.0
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 -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] River styles
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 -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Git ignore fixes from Enrico Weigelt
> 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? -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] River styles
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 -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-de
Re: [Freecol-developers] [PATCH] client: gui: panel: harmonize close behavior of panels - enable ESC for all
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 -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] [PATCH] client: gui: panel: harmonize close behavior of panels - enable ESC for all
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 > > > -- > Check out the vibrant tech community on one of the world's most > engaging tech sites, SlashDot.org! http://sdm.link/slashdot > ___ > Freecol-developers mailing list > Freecol-developers@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/freecol-developers > -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] River styles
Hi, > Gesendet: Mittwoch, 01. Februar 2017 um 03:53 Uhr > Von: "Michael T. Pope" > An: win...@genial.ms > Betreff: Re: [Freecol-developers] River styles > > On Tue, 31 Jan 2017 11:45:35 +0100 > win...@genial.ms wrote: > > 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. > > Probably not a major problem in the map editor. IIRC removeRiver was only > there for completeness and in case someone wanted to make a "drain the > swamp" mod. Might be useful to fix the remove method sometime, but I guess it can wait. > > > > 3. TileImprovement.checkIntegrity... > > > 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. > > Well half connections happen where a river ends upstream, so they must be > valid in that sense. 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, where I doubt if that is looking nice enough and am currently slightly in favor of forbidding it. Though it might give an interesting possibility of going from the river tile to the next for a reduced cost while the reverse would take normal movement cost (wwc1d?). > IIRC the compatibility code does fix a bug we had in > old versions of America_large, where some misguided editing had created > some one tile rivers, and some cases of . I reactivated the 1 tile river image, because these were invisible in the editor and could be generated already, and sometimes I'd even get the replacement image with the red X. Not sure how to start placing a river without allowing single tile for a moment, and then if its invisible it could easily be forgotten. Would it then be better to silently delete single tile rivers (which the compatibility code does not btw) or allowing them? could also not be fixed by the compatibility code (assuming means a whole non-river tile inbetween). In case its 2 adjacent river tiles without connection, I would need to recheck the code, but it may or may not be right to add a connection there (imagine 2 parallel adjacent rivers getting transformed into an ugly ladder shape). > So, if you want to remove the compatibility code, we have a choice. > If we are planning on releasing 0.11.7 in the eventual future, then that > is not allowed. 0.11.x must correctly read 0.10.x games to the best of > our ability. However, you have now raised a fair objection to the > compatibility code. I also have two places where it is becoming > burdensome. It may well be time for 0.12.0. Not to mention our other > requirement --- 0.11.x must correctly read and write all 0.11.y games for > all released x, y. I believe I broke that for x == trunk some time late > last year... 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. > > > [Map editor fix] > > > > Already done, would be happy if anyone tries it out. :) > > Its about 5th on the TODO list:-S. :) > >>[Art] > > > 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. > > OK. As usual I am struggling to recall the detail of what happened when > the river styles were changed. There may have been controversy about how > things looked, and we just left the option open to complete the job when > it could be done to everyone's satisfaction. If so, I would have kept out > of that argument as I avoid aesthetic decisions. So returning to the > present, if you can find something that you think looks good, I am in > favour of it in terms of FreeCol structure and will not argue about > appearances. I would value Caleb's opinion though, he is stronger on > pre
Re: [Freecol-developers] River styles
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 -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Fr
[Freecol-developers] River styles
Hi, 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 2. setting a river style through the RiverStyleDialog in map editor, where it should just --set-- the selected style 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. Is it still necessary to autoconnect river tiles or would be enough to delete superfluous connections? That would determine if I'd need to split that method. 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. 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. I'd like to allow this, but the other option is downsizing the river style dialog and removing all "duplicated styles" with same connections but different river widths, which would just provide nicer looking maps without being gameplay-relevant. What do you think? Greetings, wintertime -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Panels as own windows
Hi, I am not sure which of the mentioned things you would like to see; can you be more explicit? Btw., I would not like abandoning fullscreen mode completely. Its enough that we had to switch the default to windowed because of the mentioned bugs. I would like to see if you could easily and consistently switch all subwindows between internal and external though, as we already have 2 systems for dialogs and panels ( which are largely incompatible though atm ). Greetings, wintertime > Gesendet: Donnerstag, 26. Januar 2017 um 19:13 Uhr > Von: "Caleb Williams" > An: "FreeCol Developers" > Betreff: Re: [Freecol-developers] Panels as own windows > > TBH, if this is a project you want to tackle, this could be a tremendous > help to moving FreeCol forward. The lack of Windows testing/developers has > hampered this effort. > > *Caleb R. Williams* > > *Photographer* > w: http://calebwilliamsphotography.com > b: http://blog.calebwilliamsphotography.com > e: cale...@gmail.com > c: 612-275-7796 > > On Wed, Jan 25, 2017 at 11:42 PM, Enrico Weigelt, metux IT consult < > enrico.weig...@gr13.net> wrote: > > > On 25.01.2017 15:23, win...@genial.ms wrote: > > > > Hi, > > > > > reading the last paragraph of the blue text above the bug-tracker at > > > https://sourceforge.net/p/freecol/bugs/ should give you the reason > > > why doing this would be a very bad idea, as making even more subwindows > > > succeptible to the problems with JDialog is not something desirable. > > > Reading both of the linked BR gives you even more information on that > > > (BR#2328 and BR#2729). > > > > That really seems to be a bug in certain JRE versions on Windows, in > > combination w/ fullscreen. > > > > OTOH, the fullscreen mode (in contrast to fullscreen-sized window) > > shouldn't be required anymore. On older windows versions, as well as > > early (pre KSM/DRM) accelerated Xservers, the accelerated rendering > > was a lot faster, as composition could be entirely bypassed and no > > gpu command stream filtering was required (they did the composition > > just by copying-around the already rendered frames into the main > > frame buffer). Later on, the composition was done at either by command > > stream rewriting (old hw) or employing hw composition (some gpus/ipus > > do that entirely on their own, for others you'd employ an dma engine). > > > > Nowadays the situation is even more relaxed (even on embedded SOCs), > > when gpu is behind an iommu and supports real multitasking (just like > > cpus w/ mmu) - here we can just run separate tasks per application > > and push in the unfiltered command streams, and let the hw do the rest. > > > > Ergo: just drop the fullscreen mode at all and use a maximized > > (undecorated) window instead. > > > > > If you'd want to work on such conversions, please, do the opposite > > > of your idea and make more panels/dialogs use JInternalFrame instead > > > of JDialog, which would be a highly desired but lengthy and difficult > > > task. > > > > That would be the opposite of my goal. I'm concerned about usability > > here. In the current situation, the panels always overlap the map view > > and cannot be moved to a separate vdesktop (or even screen), which in > > turn one of the most annyoing problems for me. > > > > Meanwhile I did a litle bit hacking: just wrapping panels in JDialogs. > > The change ist pretty minimal: instead of calling showSubPanel(), > > added an showPopupPanel(), which does the wrapping. That then would > > be the place where the user setting can be handled, so the user can > > decide which way he wants. > > > > I'll yet have to find a (minimal-intrusive) way for handling the close > > button, and prevent it from always moving back these windows to the > > vdeskop of the main window (probably JDialog isn't the right class). > > > > > > --mtx > > > > > > > > -- > > Check out the vibrant tech community on one of the world's most > > engaging tech sites, SlashDot.org! http://sdm.link/slashdot > > ___ > > Freecol-developers mailing list > > Freecol-developers@lists.sourceforge.net > > https://lists.sourceforge.net/lists/listinfo/freecol-developers > > > -- > Check out the vibrant tech community on one of the world's most > engaging tech sites, SlashDot.org! > http://sdm.link/slashdot___ > Freecol-developers mailing list > Freecol-developers@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/freecol-developers > -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforg
Re: [Freecol-developers] Panels as own windows
Hi, reading the last paragraph of the blue text above the bug-tracker at https://sourceforge.net/p/freecol/bugs/ should give you the reason why doing this would be a very bad idea, as making even more subwindows succeptible to the problems with JDialog is not something desirable. Reading both of the linked BR gives you even more information on that (BR#2328 and BR#2729). If you'd want to work on such conversions, please, do the opposite of your idea and make more panels/dialogs use JInternalFrame instead of JDialog, which would be a highly desired but lengthy and difficult task. Regards, wintertime > Gesendet: Mittwoch, 25. Januar 2017 um 07:20 Uhr > Von: "Enrico Weigelt, metux IT consult" > An: Freecol-developers@lists.sourceforge.net > Betreff: [Freecol-developers] Panels as own windows > > Hi folks, > > > I'd like to have the various panels (eg. colony view) as separate > windows (instead of frames within the main window) for better usability > (eg. keeping some panels open on a separate workspace, and keep the map > view visible, etc) > > It seems that swing only supports that for JDialog - and the panels are > derived from JPanel, which is pretty differrent, thus would need a lot > rework in the whole GUI architecture. > > The situation gets even more complex, if both modes should be supported > (client setting, etc) - in that case we'd need an bridge layer which > can create both kind of panels. > > Any ideas on that ? > > > --mtx -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] getGame() + getSpecification() calls
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 -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Contribute
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 > > -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
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 > -- Developer Access Program for Intel Xeon Phi Processors Access to Intel Xeon Phi processor-based developer platforms. With one year of Intel Parallel Studio XE. Training and support from Colfax. Order your platform today.http://sdm.link/intel ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
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 > 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 > -- Developer Access Program for Intel Xeon Phi Processors Access to Intel Xeon Phi processor-based developer platforms. With one year of Intel Parallel Studio XE. Training and support from Colfax. Order your platform today.http://sdm.link/intel ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Contribute
Hi, > Gesendet: Samstag, 24. Dezember 2016 um 04:02 Uhr > Von: "Michael T. Pope" > An: "Athalbert Arts" > Cc: freecol-developers@lists.sourceforge.net > Betreff: Re: [Freecol-developers] Contribute > > On Fri, 23 Dec 2016 11:51:55 +0100 > Athalbert Arts wrote: > > Hi, I am still interested, thank you. Could you explain me how to do that? > > I mentioned some missing images. Stian has reminded me that the source > for much of the graphics is at > https://sourceforge.net/p/freecol/code/HEAD/tree/graphics/trunk/ > > So if you check out those files (you will need a subversion client), > there should be a source for the colony images, which should allow sorting > out one of those bugs. However that requires someone who knows something > about graphics, which is certainly not me. > > Once you have some image you want to contribute, I suggest attaching it to > the relevant bug report, or sending it to the developer mailing list. > > (Side note to freecol-developers: This is a timely reminder that we still > need to migrate more of the old svn repo (like the above graphics tree) > into the git repo) > > Cheers, > Mike Pope 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. Mainly it would be the large psd files containing all layers for editing, but some are only there without layers or as png and other images are completely missing. 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. I might backup and send in the computer soon, otherwise I wont be able to do much cause of that. 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. Greetings and Merry Xmas, wintertime -- Developer Access Program for Intel Xeon Phi Processors Access to Intel Xeon Phi processor-based developer platforms. With one year of Intel Parallel Studio XE. Training and support from Colfax. Order your platform today.http://sdm.link/intel ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] More Questions About #43
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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] New Label package
Hi, over the time I thought several times about moving all dialog related stuff into .gui.dialog, cause of the long list of classes contained within .gui.panel, but was holding off, as there was other changes I imagined will be useful, like over time removing uses of JDialog, as there had been those longstanding bugs, you for sure remember, caused by FreeCol using dialogs in a non-supported way, especially in fullscreen mode (but that is much more difficult). So if you want move them it would help for now for easier navigation through all those classes. Though I would keep the few little helpers in the same package with the classes that use them. Greetings, wintertime > Gesendet: Freitag, 07. Oktober 2016 um 11:12 Uhr > Von: "Michael T. Pope" > An: freecol-developers@lists.sourceforge.net > Betreff: Re: [Freecol-developers] New Label package > > On Thu, 6 Oct 2016 20:20:26 -0500 > Caleb Williams wrote: > > I believe it's possible that splitting the panel package into at least one > > other sub package for dialog-specific panels could help separate some > > functionality, but this would be a larger move and one I wouldn't take > > without a larger consensus of the dev community. > > I have no problem with that, or the label move. However I do not touch > the GUI much if I can help it. The only thing I might have done > differently is to put label under gui rather than panel. > > Cheers, > Mike Pope -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] open bug review
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 -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] open bug review
Hi, sorry for the delay. I'm still reading all notifications, but had a few days backlog. The thing I always wanted to do when next release comes was put in that graphics file Stian sent months ago. Otherwise there was not much left I felt like doing, as I got kinda stuck on that incomplete AI project (am unsure if I'll complete it). I had the River dialog in mind though and thought about making it scrollable, but considered it low priority; I guess I can take another look at it sometimes. Greetings, wintertime Gesendet: Donnerstag, 29. September 2016 um 05:33 Uhr Von: "Caleb Williams" An: "FreeCol Developers" Betreff: Re: [Freecol-developers] open bug review Thoughts a couple of bugs: 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. BR#2926: * I looked at this and the issue is that the container used to display the dialog selection isn't a JScrollPane and I've had a hard time moving it in that direction. The panel is not based on a MigLayout implementation but rather on a simple JFrame which I am not as familiar with customizing. It's possibly switching to a MigLayout may work. I pinged Wintertime on this, but have heard nothing back, so this could be something to do with a longer stretch of time. It would be nice to fix this panel before the next release. Thanks, -- Caleb R. Williams -- Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Source art files from SVN
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 now, unless it helps with maintenance or upload of the website.
Re: [Freecol-developers] enhanced trade routes
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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] enhanced trade routes
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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Source art files from SVN
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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
[Freecol-developers] Source art files from SVN
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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] enhanced trade routes
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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] FreeCol 0.11.6
> Gesendet: Samstag, 17. Oktober 2015 um 12:55 Uhr > Von: "Michael T. Pope" > > On Sat, 17 Oct 2015 11:21:58 +0200 > win...@genial.ms wrote: > > I wondered why there are no milestones/groups for fixed tickets, > > like in BR and FR? > > ISTR the someone thought IRs were sufficiently minor to not bother with > the extra bookkeeping. > Well, currently, closed IR tickets are assigned to all kinds of different milestones. I'd think some consistency would be nice. Creating another milestone each release for a 3rd tracker shouldn't be that much extra work? Its niche to see the progress numbers on the left. -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] FreeCol 0.11.6
Hi, I closed the 2 tickets in Improvement Requests which were still pending-fixed. Btw., there is another old ticket which is open-fixed. I wondered why there are no milestones/groups for fixed tickets, like in BR and FR? Wouldn't it be a good idea to start doing this for consistency? I just corrected the 51 open bugs to 50, like in the tracker. Above is the list of closed BR tickets. Should we also list the number of closed IR/FR? Greetings, wintertime > Gesendet: Samstag, 17. Oktober 2015 um 03:20 Uhr > Von: "Michael T. Pope" > An: "FreeCol Developers" , "FreeCol > Users" , > freecol-translat...@lists.sourceforge.net > Betreff: [Freecol-developers] FreeCol 0.11.6 > > FreeCol 0.11.6 has been released. All 0.10.x and 0.11.x games should > continue to work with 0.11.6, with the exception of games generated > with 0.11.4 which are badly broken. For more details on the changes > since 0.11.5, see the release notes at > > https://sourceforge.net/p/freecol/wiki/0.11.6%20Release%20Notes > > We hope enjoy the new FreeCol release. Onward to 1.0. > > The FreeCol Team > -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Things the game still needs
Hi, > Gesendet: Samstag, 10. Oktober 2015 um 06:23 Uhr > Von: "Michael T. Pope" > > I take the point of having AI that is aimed at particular stages of the > game. I just do not think you can easily break out that functionality. > Whatever you do, you need to implement the abstract routines of AIPlayer. > What we have in EuropeanAIPlayer is pretty minimal in most places --- > the only place with any depth is support for AIColony/s doing the best they > can with their and some limited global resources, and some attempt to > globally allocate units. As it stands if you want a "war AI", I would > recommend just a big "switch (getAIOperatingMode()) { case WAR: ... }" in > the main EuropeanAI routine:-). I did a little experimentation and could significantly cut down on the code, I'd just have to reimplement choosing/buying/moving/using goods/units in some other way. :p I read up on how Behavior Trees and I think they are a promising way of structuring AI: http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php I started by implementing the basic node types for one. I still need to try reimplementing parts of the AI with these, which will take some time. > >>[Comparing AIs] > > I have two ugly scripts. bigtest.sh runs times to 1700, > collects the results (with bin/fclogscore.sh and bin/fsgscore.sh) and > prints a summary. lots.sh runs bigtest with a standard 8-player very hard > game on a moderate sized auto-generated map 10 times, then a standard > medium difficulty 8-player game on the Caribbean map (to increase > competition for resources) 10 times, then repeats the two games but > playing one turn then save-quit-reload (so as to *really* exercise the > serialization). This takes my decent-but-old 4-core PC about 13 hours. I > like to do this before committing any non-obviously-correct patch, as the > AI is quite sensitive to mistakes --- if you can see that while the > average number of transports per game was 1000 the day before but now it > is 500, something is amiss. One day soon I will put up some pretty graphs > of how the tests have performed over time. Interesting. I saw some of the script files are in bin directory in git. Considering I found when normally running the game a large part of the used time is from drawcalls and you run headless, 13h is a pretty long time. Might be worth profiling + optimizing some parts? > > > 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. > > Actually no, that is incomplete code that Michael was working on. It > might have become a third AI:-). I still hope he will one day get back to > it. I did look through the history and goals are not from Michael, the are a part of an ExperimentalAI, which got written by abartels in 2009 and remained when that AI was incompletely deleted shortly after, then forgotten. Michael added server.ai.ProductionCache and CacheEntryComparator in git.7541ed01 for future use, which got never used, because little later they were forgotten already and common.model.ProductionCache got added and used. I think, these 2 can be deleted? There is even more dead code in common.model.mission, which may be what you were thinking of what Micheal started with and IR#200 is referring to. These got activated once, then shortly after deactivated without deletion, until some unspecified problems with the missions would be fixed. Are these worth keeping for the moment? Greetings, wintertime -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Things the game still needs
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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
[Freecol-developers] Things the game still needs
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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Time again to stablize
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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
[Freecol-developers] Game Dialogs
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); } /** -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Time again to stablize
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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] active unit
Hi, there were a few more things which needed updating. :) I grep-ed for 7 (everywhere except the website), updated everything I noticed, including the installer config, and did a testrun of $ ant dist -Dskip.dist.mac=true which was running through successful. Greetings, wintertime > Gesendet: Sonntag, 30. August 2015 um 13:57 Uhr > Von: "Michael T. Pope" > > On Sat, 29 Aug 2015 13:21:22 +0200 > win...@genial.ms wrote: > > Its needed already for the updated sound library; just do it to make it > > explicit. > > Java 8 is now expected, and I have thrown in the obvious trivial uses of > lambdas. Can you look at the mention of Java 7 in the netbeans section of > developer.tex and see what needs to be done there? > > Cheers, > Mike Pope -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Skipping the turn should mean skipping the turn...
Hi, > Gesendet: Sonntag, 30. August 2015 um 00:03 Uhr > Von: "Michael T. Pope" > > On Sat, 29 Aug 2015 16:11:55 +0200 > win...@genial.ms wrote: > > That will fix itself as soon as PF#30 is implemented: > > https://sourceforge.net/p/freecol/pending-features-for-freecol/30/ > > I am still hesitant over PF#30, and ideally would like more confirmation. > There are two proposed mechanisms, of which I *much* prefer your > suggestion, which is easy to understand and to implement, while the other > is potentially confusing and needs save format changes. I recommend we > finish other PFs first. > My impression is, that the OP of PF#30 correctly found that there is _some_ mechanism that allows making use of partial moves, but then imagined some logic inside Col1 which never existed and immediately disproved his own guess by saying sometimes he can do more moves than his complicated, guessed mechanism would allow. I'd take the answer to my guess as confirmation it was correct and would think this is enough to implement it (its simple and more correct than now), but would then let the PF open to gather more information, asking if all corner cases are done right and in same way as in Col1. Anyway, its in the hands of the person choosing to implement something to decide which gets done first, and thats mostly you atm. ;) Regards, wintertime -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Skipping the turn should mean skipping the turn...
> Gesendet: Samstag, 29. August 2015 um 15:54 Uhr > Von: "William Astle" > An: freecol-developers@lists.sourceforge.net > Betreff: Re: [Freecol-developers] Skipping the turn should mean skipping the > turn... > > There is one thing that seems less than ideal, but I'm not sure that the > current behaviour is necessarily wrong. When a unit does not have > sufficient movement points to enter a tile, it switches to the skip > state but remains active. I'm not sure what the best solution for that > is. It may be that the current behaviour is the right thing. I wonder if > it shouldn't move on to the next available unit in that case. That will fix itself as soon as PF#30 is implemented: https://sourceforge.net/p/freecol/pending-features-for-freecol/30/ -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] active unit
Hi, > Gesendet: Samstag, 29. August 2015 um 04:48 Uhr > Von: "Michael T. Pope" > > git. is a somwhat overdue clean up of the client controller, triggered by > the ongoing issue with the active unit and the InfoPanel, and clearing > the way to properly fix the wait/skip problem. I have doubts about listeners and actions doing controller-like things. For example, CanvasMouseListener is deciding on which panels to open and then directly invoking these commands. Where do you think lies the cutoff point between allowed commands and asking the controller for some reaction? > Speaking of the InfoPanel, we have an IR that complains about the "Waiting > for " message obscuring the map where something is moving. Would > it be worth moving that to the InfoPanel? Currently when it is not your > turn the panel disappears so we will not be losing anything. To me it seems the appropriate action would be just having the map re-center a bit earlier to avoid interesting parts being obscured by other parts of the HUD. > Also, expect the Java-version bump soon, unless someone wants more time to > upgrade and speaks up promptly. Its needed already for the updated sound library; just do it to make it explicit. Greetings, wintertime -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] map visibility
> > 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! -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] FreeCol 0.11.5
I hope we will, but afaik we have not yet decided if thats in next release or later? Java 1.7 is effectively dead, as you can not download it for testing anymore without having an Oracle account, which requires info like the name of company you represent... Gesendet: Sonntag, 23. August 2015 um 18:13 Uhr Von: "Caleb Williams" An: win...@genial.ms Cc: "FreeCol Developers" Betreff: Re: [Freecol-developers] FreeCol 0.11.5 Removed the notes and added a notice that FreeCol will require Java 1.8 with the next release. -- Caleb R. Williams -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] FreeCol 0.11.5
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" An: win...@genial.ms Cc: "FreeCol Developers" 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,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" An: "FreeCol Developers" Betreff: Re: [Freecol-developers] FreeCol 0.11.5 It would appear that the /templates/freecol/css/template_css.css isn't being updated. I've 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, -- Caleb R. Williams -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] FreeCol 0.11.5
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" An: "FreeCol Developers" Betreff: Re: [Freecol-developers] FreeCol 0.11.5 It would appear that the /templates/freecol/css/template_css.css isn't being updated. I've 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, -- Caleb R. Williams -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Building with Java 1.7
Hi, we recently updated these to the most recent available version. Currently we are still supporting 1.7, although transition to 1.8 is planned somewhen in the future, as most people are on 1.8 now. I guess, Mike did not doublecheck compatibility with 1.7. You could compile the sources from http://www.jcraft.com/jorbis/ as a temporary solution. Greetings, wintertime > Gesendet: Sonntag, 16. August 2015 um 07:54 Uhr > Von: "William Astle" > An: freecol-developers@lists.sourceforge.net > Betreff: [Freecol-developers] Building with Java 1.7 > > The current trunk doesn't build cleanly with Java 1.7. It complains > about unsupported major numbers in the jar files for jorbis and jogg. > The resulting build hangs at the splash screen on my system. Updating my > system to Java 1.8 allows it to build clean and run properly. The > resulting binary built with Java 1.8 doesn't work with Java 1.7, either > (hangs at the splash screen still). > > If the intention is to require Java 1.8, that's fine, of course. > -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Font changes (was: Updating audio and video players)
Hi, > Gesendet: Mittwoch, 12. August 2015 um 13:01 Uhr > Von: "Michael T. Pope" > An: freecol-developers@lists.sourceforge.net > Betreff: Re: [Freecol-developers] Updating audio and video players > > >[fonts] > > Further to the fonts discussion, I have now done a bit more play testing > with just Imperator restored. My conclusion is that it is also less > readable, and not sufficiently interesting or distinctive to persist with. > Does anyone really want it? I'd say removing them from the base resources should be done. We could move them into a trivial new mod, which just overwrites the 2 resource keys and contains the fonts. I'm not sure if thats useful. The code I wanted to add for checking if strings are compatible with the font will take a bit longer. I could easily hack it in on all call sites, but I don't like that solution, as it would often need to extract the string from a JLabel, which was just created inside Utility together with the Message call to translate it. These Utility methods look trivial, almost tempting to get inlined, because there is a huge amount of overloads already and I might need to triple that amount. I'm thinking of adding some more methods to FontLibrary first, which take the string and use the font type parameter only as a hint to find the best match upon the 3+1+1 choices. While looking at Utility I felt I had found some inconsistency with the Message handling. Sometimes there is a direct call to Messages.message(stringkey) and other times Messages.message(StringTemplate.key(stringkey)). They seem equivalent to me, but the first trims the string, the second does not. Do you know why? Could that trim call be removed? Greetings, wintertime -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Updating audio and video players
Hi, > Gesendet: Sonntag, 09. August 2015 um 12:54 Uhr > Von: "Michael T. Pope" > An: "FreeCol Developers" > Betreff: Re: [Freecol-developers] Updating audio and video players > > On Sun, 9 Aug 2015 10:25:34 +0200 > win...@genial.ms wrote: > >>[Cortado has problems] > > 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 see it in the bottom right corner, and it is there for quite a while. > Because I have the video disabled, I think that is the splash screen. No, the splash window is already destroyed and the main window displaying the canvas background before that happens for me, so I would exclude this possibility. I think, I'll look at how the video panel is created and if its moved when already visible. > I was just going to grab the jars on my machine, and perhaps compare them > with what debian distributes for consistency. They have a single jar containing both parts of the library, like the one I found. > >>[fonts] > I certainly think we should keep ShadowedBlack. It evokes the game period. > If people want to name their colonies with non-Western scripts, and then > find they do not display nicely with ShadowedBlack, I think we can just > say "dont do that". However that is a special font used for visual > effect. We might want to check for a more complete version of that font. I would also like to get this automatized some more. It looks bad if there are those rectangle glyphs. As the header font is only sparsely used, we could check each string using: if(font.canDisplayUpTo(string) != -1) font=normalfont; That could even allow us to get rid of the font override .properties files, but would slightly complicate display code. Alternatively we could change the command line option to switch normal and header font or even all 3 or add more than one option, but thats tedious for the users. Or we could add a simple mod, which just sets the header font to the same font as the normal font, by overriding the resource key. > Liberation is just a (nice I admit) general text font, which > does not provide any special visual impact, at the cost of us (in theory) > having to keep it updated. To me it just looked like it had weird hooks attached to the glyphs. :p > So how does Java choose its fonts? My understanding is it first checks the fonts provided by the OS for some font similar to what was requested (serif/sansserif/whatever) and then falls back to private fonts placed in $JAVA_HOME/lib/fonts . I see there are 8 Lucida*.ttf files, in an incomplete set of Bright/Sans/Typewriter and regular/(demi)italic/(demi)bold combinations. > IMHO if you are worried about user's not seeing > certain glyphs, the best thing we can do is get out of the way and let the > user choose a font that has good glyph coverage *in the area they care > about*, and try to be conservative about what we emit[Postel]. If I am > right about what Java is doing, then we are doing the Right Thing in > 0.11.5. Well, I think checking if the font provides all glyphs in each string to be displayed next, is the way to go then. > I certainly do not want to stop people with > bad eyesight increasing the font size for the general text for example... All fonts can be resized and we enforce size, so that is a different problem, which was recently fixed through the --gui-scale option. :) > I mentioned "user complaint" though as a driver here. With 0.11.5 out for > not-even-a-week we can defer making decisions here and wait for comment. > My guess is we will get nothing unfavourable unless we ask:-). Oh well, if we wait for people to be bothered enough to complain about any minor glitch, we could wait for a long time. Just compare the downloads to the number of people writing BRs. ;) Greetings, wintertime -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] Updating audio and video players
Hi, > Gesendet: Sonntag, 09. August 2015 um 03:35 Uhr > Von: "Michael T. Pope" > An: "FreeCol Developers" > 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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
[Freecol-developers] Updating audio and video players
Hi, I did some research on the possibility of upgrading the audio and/or video players. All their websites are strange and miss important things, for example: http://www.theora.org/cortado/ Cortado seams near dead, we already have 0.6, which is from 2010 and its last release, though there are some more commits fixing bugs in 2010 and one in 2012: http://git.xiph.org/?p=cortado.git;a=summary Not sure if they would be useful (if yes, compiling from git might be necessary). I found jogg/jorbis got some newer version 0.0.17 for a long time: http://www.jcraft.com/jorbis/ The website is strange and only contains a single download, no older versions or VCS. Inside are only source files for both jogg and jorbis and a wrong readme stating there were compiled binaries, which are missing. Though its newer than the 0.0.7/0.0.15 we have, which were never updated. I guess they came from someone having it compiled for his own game there: https://code.google.com/p/poi1/downloads/list I found some newer precompiled jar, which got both inside: http://mvnrepository.com/artifact/org.jcraft/jorbis/0.0.17 I already got it, adapted the build files and tried it out successfully. If you dont mind using that third party file again I could push the upgrade, which would also lower our jar file count by one, as it contains everything from both related parts in one file. If you dont like that you could compile it yourself, but may need to borrow a build.xml from debian SVN: https://packages.qa.debian.org/libj/libjorbis-java.html It would be useful to upgrade, as the changelog mentions some performance upgrades. What do you think? Greetings, wintertime -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] map visibility
Hi, > Gesendet: Donnerstag, 06. August 2015 um 12:09 Uhr > Von: "Michael T. Pope" > An: "FreeCol Developers" > Betreff: [Freecol-developers] map visibility > > I have been working on the client IGC and the way it sets the active unit and > interacts with the GUI in general. The patch is now fairly intrusive so I > have held it up for some play testing. Well, if you would have attached a diff, I could take a look at it or try it out. > One important oddity is that when we > move a unit there is the following: > > if (!gui.onScreen(tile)) gui.setSelectedTile(tile); > > I think this expresses things poorly. I do not think we really want > to select the tile, all that is needed is that this new tile where a > unit has just moved to should be made visible, and setSelectedTile is > a convenient way to do this. (Note: onScreen() does not test the map > as displayed but returns false for a certain amount of visible edge, > so it is impossible to completely move off screen without having > onScreen() fail earlier, which is probably a good thing) > > ISTM it would be better to have a GUI routine that wrapped this up. > Perhaps GUI.ensureTileVisible(Tile)? It would also be useful in > IGIH.animate*(). The controller then is expressing the requirement > more clearly, and onScreen would not need to be public. Comment from > the GUI wrangler:-)? It might be better to not change the selected tile, but not sure if changing that causes the screen to some weird long unvisited part of the map when switching to the tile view mode? I think we have several methods already, which could provide that functionality. Maybe setFocus, setFocusImmediately, centerActiveUnit, isTileVisible, onScreen or some others in MapViewer would help? But the call should be routed through SwingGUI and there are some helper methods already. > BTW, terrain mode is working again for me following git.5f978b. I > updated the wiki. Was it that commit or did git.c039176c fix it already? Greetings, wintertime -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] 0.11.4
Hi, > Gesendet: Montag, 03. August 2015 um 12:26 Uhr > Von: "Michael T. Pope" > An: "FreeCol Developers" > Betreff: Re: [Freecol-developers] 0.11.4 > > [Resending to the list, where it should have gone first time, sorry > wintertime] > NP. There had been so many mails for release preparation. I think I wanted to answer it, but there had been another that was more urgent and then I did not remember anymore. > On Sat, 1 Aug 2015 14:56:52 +0200 > win...@genial.ms wrote: > > Btw., I was not happy how your fix did hide the appearance of BR#2806, > > as it would just wrongly display the end of turn message instead of the > > empty state, when there might still be activatable units left. > > We need to find a better solution. > > Quite so. Trust me though, I have been chasing BR#2806 for quite some > time now. The InfoPanel call was making it *harder* to trigger by > papering over the underlying problem. The fact that it was implicated in > a race condition was enough to convince me that call had to go. > I have an idea now, I think MapControls.update is not called all the time the viewmode, activated unit or looked at tile get changed, because MapViewer internally routes some self-updates instead of calling out to GUI. MapViewer is like the worst agglomeration of code there is, even though I already cut out many pieces before. I think moving these 3 mentioned states to a dedicated class is a good idea, to detangle this net of calls and fix the bug. > Also quite so. However, I have also stated my solution: that the client > IGC *is* the centralized place that has the definitive answer to which > unit is activated. It even has a routine to do this, called > updateActiveUnit, which calls gui.setActiveUnit as it should. > It is regrettable that the client IGC is complex, and still has a few > special cases, but there are significantly less than there used to be. > As I said, work has been ongoing here for a while. > Well IGC does not know, it asks (Swing)GUI (which routes that to MapViewer) and also Player for infos and then figures out some changes, which it then tells GUI again. > Let me restate the principle: > > > 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... > > IGC *should* be calling gui.setActiveUnit, which should filter down into > updating the InfoPanel. The InfoPanel should be a passive client, doing > what it is told, and *not* call back up to query for the active unit. ISTR > you like things to be untangled:-)? > Yes, InfoPanel is mostly passive, but when its called to be informed of an update it only gets partial information and then does back calling to grab missing info. The back calling should be deleted. > If we untangle this, hopefully then the circumstances in which we see > empty InfoPanels when there *is* a useful active unit available will > become more apparent, and we can finally nail BR#2806. > Yeah, I hope it can be detangled. The mess is consisting mostly a net of calls in MapViewer and GUI/SwingGUI, also including some to IGC, MapControls and InfoPanel. > > > However, what *is* broken is the terrain mode. AFAICT, "Toggle View Mode" > > > is not working. > > > > For me it was always working when I used it. > > We should just cut down on automatically toggling that state and just keep > > it as set by the user. > > Agreed. So is it working for you still or is it just me? > Well, it needs checking anyway. As said above the view mode changing is probably missing some calls to propagate updates. > > Btw., is the stuff in the restructuring tracker relevant anymore? > > What is actually the purpose of that tracker, announcing refactorings? > > Do we need it at all? > > I think it can go, we are not using it. > Yeah, its not very useful. In case you like some, maybe move the few items there to IR? > > Wouldn't it be better to have a separate tracker for Missing Artwork and > > other things related to that? > > Actually I think we should improve the tags on the BRs. I added "Media > Needed" as a "milestone" for the IRs and intend to do that for the BRs and > PFs when I get back to them. Do you have other suggestions so that we can > make the more tractable BRs more obvious? I saw your updates, but they are a bit inconsistent. Each tracker had already different milestones, openness status and shown colums, which is irritating. Now one of the art things is a milestone, the other is open-need media. Is it possible to make them all more alike the Bugs tracker? > > Branches are nice for development, but tags are useful for marking a > > fixed release, such that people can clone, then git tag --list, then > > choose a tag to easily type it in the checkout command, to get a > > release commit. > > Your call. If you want tags, you have git commit rights:-). I am > just indifferent to that use case. > In theory I could,
Re: [Freecol-developers] New-colonists and Breeding-control options
Hi, > > It won't break anything. > > And i promise you that if we still find out it does, i will fix that very > > soon! > > But if you insist for a global value only at first, > > OK, now I understand *why* you want to do this, I can see that asking to > go first to a global setting is not a good way to test it properly. > Scratch that idea. > > > > Finally, the patch is way too complex, as it bundles several > > > separable pieces of functionality. > > > > Yeah, i thought that myself too. But since the new colonist suppression > > is reproduction related just like the breeding, they have to be > > on the same panel: Reproduction. > > OK, this is where I am still not convinced. There is a high level > similarity perhaps, but the internal mechanism is very different. I really like having options to adapt applications to my needs, but I have to object to putting more and more of them into the game. We just experienced first hand that more options mean less testing and more hidden bugs, as we just used the premade maps for testing and forgot to thoroughly check the maps the map generator produced, resulting in a broken release. And this is not the only time this happened. Mike, Caleb and me seemed to all like the classic colony labels more than the new style and always had that option set that way. Then one day I thought I should check if the modern labels look right and guess what, the text was not aligned correctly and noone saw it -- for months. Recently, I tried using the Classic FreeCol UI mod and immediately saw there was a glaring problem with the dialog backgrounds not being set correctly. The InfoPanel text is also partially overlapping the frame of the classic skin, but thats tolerable. There have been other longstanding problems with mods, which I only found as I was trying to keep them compatible to the resource key changes. Shortly before 0.11.4 I was checking on another bug I just found and saw, that font loading for Russian was broken and that also affected all Asian languages with local glyphs. We simply do not have enough people testing the game for all the included options to be kept working, adding more options will only make it worse. Regards, wintertime -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] 0.11.5
Hi, I thought again about the error handling strategy for BR#2885, as there are surely some people out there trying to continue their broken savegame. At first I tried to just catch the NPE in MapViewer (git.0129a906) and this worked surprisingly well for such a simple fix. I could play several turns without a freeze. Testing for type!=null in Region.getLabel would prevent even more problems though, for example, when opening the tile info. But its ultimately bad, because people would have it easier to continue playing a broken savegame and loose more time when it finally does break in some other way. Next solution would be to regenerate broken data on game load, but that might be too much work for too few broken savegames and could still produce a fragile game. Something needs to be done though, so I think the best solution is to simply follow "fail early, fail hard" and check the Region at load time. Maybe put up a warning dialog if you are inclined to program one? And call into FreeColClient.fatal to alert people of the broken savegame. Regards, wintertime -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] 0.11.5
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" An: "FreeCol Developers" 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. I'll just need a list of all the download links when they are available. Thanks, Caleb On Aug 2, 2015 5:32 AM,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 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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] 0.11.5
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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] 0.11.5
Hi, > Gesendet: Sonntag, 02. August 2015 um 09:04 Uhr > Von: "Michael T. Pope" > An: "FreeCol Developers" > 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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] 0.11.5
Hi, I don't 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 don't want to have users endure the problem unnecessarily long. IMO, create a branch from the 0.11.4 release commit, cherry-pick all bugfixes, don't mess with the translations, don't 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" An: "FreeCol Developers" Betreff: Re: [Freecol-developers] 0.11.5 On Sat, Aug 1, 2015 at 9:59 PM, Michael T. Popewrote: On Sat, 1 Aug 2015 21:02:16 -0500 Caleb Williams wrote: > ... 0.11.4a Please, let us not mess with the numbering scheme. Well, in that case, see below: > I don't 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 -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] 0.11.4
Hi, > Gesendet: Samstag, 01. August 2015 um 12:57 Uhr > Von: "Michael T. Pope" > An: "FreeCol Developers" > Betreff: Re: [Freecol-developers] 0.11.4 > > On Fri, 31 Jul 2015 19:22:22 +0200 > win...@genial.ms wrote: > > 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? > > I think you have just reinstalled the possibly racy code with the call > to hasNextActiveUnit:-P. > Sorry :P Btw., I was not happy how your fix did hide the appearance of BR#2806, as it would just wrongly display the end of turn message instead of the empty state, when there might still be activatable units left. We need to find a better solution. What we are currently having is manual updates and copying around of that information to multiple classes (some model class, MapViewer, InfoPanel, ...), which can easily get out of sync, if a single copy is not made somewhere, and adds much tedious busywork when coding. Generally, I would prefer there be a central place containing the definitive answer to which unit is activated at that time. That place should be polled by all other methods in need of the information, at the time of immediate need. I'm not sure if its better keep it in a model class or, as this need not be saved, some new gui-state class, but both is better than manual copy/update at state change. > However, what *is* broken is the terrain mode. AFAICT, "Toggle View Mode" > is not working. For me it was always working when I used it. We should just cut down on automatically toggling that state and just keep it as set by the user. > BTW, do not be alarmed if there are heaps of semi-pointless messages > coming out of the IR tracker. There are a lot of requests there with no > assigned "Milestone" (not to mention quite a few that are fixed or > implemented, and some that need to die). I am going through and fixing > this so that they show up as "Accepted", usually by making a trivial > change to priority. I'm actually happy you took the time now to reprioritise these, I sometimes tried to update a few but had not enough information to change most and did not want to spam all of them asking if they needed an update. But I read in the developer docs the accepted setting should be reserved only for items where the dev team is committing to implement them _for the next release_. I actually find that easier, too, as then there is a smaller amount of tracker items to pay immediate attention to, without 100 other items also being accepted, although its uncertain when/if any work will be done on them. Is it worth looking at the Ideas for FreeCol2 tracker, if something with an earlier usefulness is buried there? Btw., is the stuff in the restructuring tracker relevant anymore? What is actually the purpose of that tracker, announcing refactorings? Do we need it at all? Do we need the support tracker? Caleb and me closed the few ancient items, which had been there, so its empty now. People mostly just write a BR or, if uncertain, ask in the forum. Wouldn't it be better to have a separate tracker for Missing Artwork and other things related to that? The ancient opening mail in the graphics list promised such a tracker and people with artistic skills would probably not see such requests when they are buried inbetween a hundred bug reports. In an earlier mail you said you feel tags are unnecessary, but now I actually can not see easily which commit, if any, is containing exactly the same code as in the downloadable files, as I remember you wanted to backport some bugfix (but noone will remember that later). Branches are nice for development, but tags are useful for marking a fixed release, such that people can clone, then git tag --list, then choose a tag to easily type it in the checkout command, to get a release commit. Oh and I tried out the installer from the download section. First I was irritated I did not see the option to create a desktop shortcut, but on second try it did show up, so it might have been just a too fast click being registered twice. I can say it worked as good as the ones I compiled when trying it out earlier. Greetings, wintertime -- ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers