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] 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 wrote: On Sun, 15 Mar 2020 11:47:42 + (UTC) D Blakeley wrote: > I've gotta say with all due respect it seems strange that the whole map usage > system requires manual entry into some translation list instead of storing > the required extra info in the map files themselves and simply having a map > reader that pulls the info out of the map files. As then all this special > work and list management isn't required when regular users want to add maps > to the game. You could think that... but you would be wrong:-). FreeColMessages.properties is the master file containing all the strings that will be displayed to the player[1]. Or more precisely, the player in English(US) locales. Look around the strings directory, it is full of similar files with locale suffixes for numerous different languages and dialects. Heck there is even English(GB). This does not happen by magic, but thanks to the volunteers at translatewiki who take the master strings file and make localized versions of it with the same keys but translated values, which they then commit back to our sf repo (although this is equivalent to magic in terms of the effort required from the FreeCol project). This means that if I like, I can play FreeCol in Finnish or Catalan or ... which is really cool. There is a cost to this of course. Throughout FreeCol we have to be careful to display only strings that have been looked up in the correct strings file. There is some pretty clever code that does this, written by smart people that understand i18n/l10n (i.e. not me). But as long as we keep every displayed string in one place for the translators (who know *nothing* about the structure of FreeCol), they can easily do their magic and we get a better game. So now Blake, you want to put a displayable string in some other random file? I hope you can now appreciate that... that is a big ask. > so that's presumably a few different new programmers wanting to help you > which is really good (maybe the new welcome thread attracted their help & > sent them in the right direction, or a least that's what I'm going to tell > myself haha). We will never know for sure, but I hope you are right. Cheers, Mike Pope [1] Except... we have a problem with mods. Fixing this is on the list but after new-release. ___ 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] New pull requests
Hi Mike, I haven't had a chance to look to determine why yet, but the master branch CI builds are failing. This could have been due to a bad change that I merged in last week or so. If you have a chance to take a look at it, that'd be great. Otherwise, I'll try and get to that later this week. Bringing this up because we might need to roll back a merge/commit before merging any of these other PRs. David On Sun, Mar 15, 2020 at 2:21 PM Michael T. Pope wrote: > On Sun, 15 Mar 2020 11:47:42 + (UTC) > D Blakeley wrote: > > I've gotta say with all due respect it seems strange that the whole map > usage system requires manual entry into some translation list instead of > storing the required extra info in the map files themselves and simply > having a map reader that pulls the info out of the map files. As then all > this special work and list management isn't required when regular users > want to add maps to the game. > > You could think that... but you would be wrong:-). > > FreeColMessages.properties is the master file containing all the strings > that will be displayed to the player[1]. Or more precisely, the player in > English(US) locales. Look around the strings directory, it is full of > similar files with locale suffixes for numerous different languages and > dialects. Heck there is even English(GB). This does not happen by > magic, but thanks to the volunteers at translatewiki who take the master > strings file and make localized versions of it with the same keys but > translated values, which they then commit back to our sf repo (although > this is equivalent to magic in terms of the effort required from the > FreeCol project). This means that if I like, I can play FreeCol in > Finnish or Catalan or ... which is really cool. > > There is a cost to this of course. Throughout FreeCol we have to be > careful to display only strings that have been looked up in the correct > strings file. There is some pretty clever code that does this, written by > smart people that understand i18n/l10n (i.e. not me). But as long as we > keep every displayed string in one place for the translators (who know > *nothing* about the structure of FreeCol), they can easily do their magic > and we get a better game. > > So now Blake, you want to put a displayable string in some other random > file? I hope you can now appreciate that... that is a big ask. > > > so that's presumably a few different new programmers wanting to help you > which is really good (maybe the new welcome thread attracted their help & > sent them in the right direction, or a least that's what I'm going to tell > myself haha). > > We will never know for sure, but I hope you are right. > > Cheers, > Mike Pope > > [1] Except... we have a problem with mods. Fixing this is on the list but > after new-release. > ___ > 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] New pull requests
On Sun, 15 Mar 2020 11:47:42 + (UTC) D Blakeley wrote: > I've gotta say with all due respect it seems strange that the whole map usage > system requires manual entry into some translation list instead of storing > the required extra info in the map files themselves and simply having a map > reader that pulls the info out of the map files. As then all this special > work and list management isn't required when regular users want to add maps > to the game. You could think that... but you would be wrong:-). FreeColMessages.properties is the master file containing all the strings that will be displayed to the player[1]. Or more precisely, the player in English(US) locales. Look around the strings directory, it is full of similar files with locale suffixes for numerous different languages and dialects. Heck there is even English(GB). This does not happen by magic, but thanks to the volunteers at translatewiki who take the master strings file and make localized versions of it with the same keys but translated values, which they then commit back to our sf repo (although this is equivalent to magic in terms of the effort required from the FreeCol project). This means that if I like, I can play FreeCol in Finnish or Catalan or ... which is really cool. There is a cost to this of course. Throughout FreeCol we have to be careful to display only strings that have been looked up in the correct strings file. There is some pretty clever code that does this, written by smart people that understand i18n/l10n (i.e. not me). But as long as we keep every displayed string in one place for the translators (who know *nothing* about the structure of FreeCol), they can easily do their magic and we get a better game. So now Blake, you want to put a displayable string in some other random file? I hope you can now appreciate that... that is a big ask. > so that's presumably a few different new programmers wanting to help you > which is really good (maybe the new welcome thread attracted their help & > sent them in the right direction, or a least that's what I'm going to tell > myself haha). We will never know for sure, but I hope you are right. Cheers, Mike Pope [1] Except... we have a problem with mods. Fixing this is on the list but after new-release. pgpxpPOz_psVw.pgp Description: OpenPGP digital signature ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] New pull requests
Hi Mike, Right! This I can follow lol! Thank you yes I can proceed further now lol. When you originally talked about "FreeColMessages.properties" I thought you were talking about some line value within some master translation file that I had no idea where to find lol. But now I see you meant FreeColMessages.properties IS the file name lol. Alright well I'll go cancel my Pull Request and redo the job correctly when I have time again (prob next weekend). I've gotta say with all due respect it seems strange that the whole map usage system requires manual entry into some translation list instead of storing the required extra info in the map files themselves and simply having a map reader that pulls the info out of the map files. As then all this special work and list management isn't required when regular users want to add maps to the game. In fact interestingly someone else has put in a pull request that has the map editor ask and store such extra info (eg author) in the map file itself. I know this will have no effect on the map reader but maybe I should hold off my PR until this PR is either accepted or denied by you guys since if its approved then I'll probably wanna refresh all the maps through the editor again and use the new description & author fields he's added.https://github.com/FreeCol/freecol/pull/58 Anyway sorry, I know you don't wanna be bothered about this stuff but it doesn't seem like there's anyone else left to talk about pull requests with anymore now. I did start a whole convo on the forums in Mazim's map thread about file names and what they should be and a number of people gave their thoughts but no one seemed to know about all this special naming and translation list stuff so I wasn't warned. What impresses me about all these new 2020 pull requests is that there are 5 different users behind them and I don't see their names in the old closed requests.. so that's presumably a few different new programmers wanting to help you which is really good (maybe the new welcome thread attracted their help & sent them in the right direction, or a least that's what I'm going to tell myself haha). Hopefully it leads to future team expansion and once again taking away some of the load from you. :) Regards Blake On Sunday, 15 March 2020, 09:15:17 pm ACDT, Michael T. Pope wrote: > Just letting you know the good news that a number of different people are > making contributions to FreeCol on github... Quite so. Pity they are a bit down the list. I was away last week, and am now stuck at github issue#32 which is proving to be a PITA, and there is a new sourceforge bug to look at... after that I plan to deal with the more problematic pull requests... > Mine PR has been sitting there for weeks too... ...like yours:-). Your map reworking has problems... Lets try again. 1. The name of the map file is *not* what is supposed to be displayed on the map selection panel. Yes, we want to credit the authors, but crufting them into the file name is not how to do it. Worse yet, renaming the existing map files is breaking the test suite, which is why the github page for your PR is showing failed checks. 2. File names with spaces tend to cause breakage in the build scripts, please avoid them. 3. The string we display under the map thumbnail comes from the strings database. This is a file called "FreeColMessages.properties" which is in the strings directory, right next to the maps directory you have been hacking around in. It is a plain old text file, and contains lines like "freecol.map.Australia=Australia". To credit someone, you would change that, for example, to "freecol.map.Australia=Australia by Drongo Bruce" 4. For every file in the maps directory, you need a line in the properties file. The left hand side *must* have the freecol.map. prefix, after which is the *file name* without the .fsm extension. Once again, no spaces in the file name as that can stuff up the routines that read the properties file. 5. If you do *not* do this, freecol goes through the map directory, finds a file called foo.fsm, tries to look in the strings database for a key of freecol.map.foo, fails to find it, and defaults to just displaying the key freecol.map.foo. Which is what you were complaining about in https://sourceforge.net/p/freecol/bugs/3182/ 6. Yes I read your "but hunting down master translation stuff somewhere in something.. umm yeah.. I got no idea sorry." response in that bug. Humour me, eh? I am stretched pretty thin here, and really appreciate it when people work stuff out from what I admit is a terse explanation on my part. Hopefully this was a bit clearer and/or enough detail to get things moving again? Cheers, Mike Pope ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
Re: [Freecol-developers] New pull requests
> Just letting you know the good news that a number of different people are > making contributions to FreeCol on github... Quite so. Pity they are a bit down the list. I was away last week, and am now stuck at github issue#32 which is proving to be a PITA, and there is a new sourceforge bug to look at... after that I plan to deal with the more problematic pull requests... > Mine PR has been sitting there for weeks too... ...like yours:-). Your map reworking has problems... Lets try again. 1. The name of the map file is *not* what is supposed to be displayed on the map selection panel. Yes, we want to credit the authors, but crufting them into the file name is not how to do it. Worse yet, renaming the existing map files is breaking the test suite, which is why the github page for your PR is showing failed checks. 2. File names with spaces tend to cause breakage in the build scripts, please avoid them. 3. The string we display under the map thumbnail comes from the strings database. This is a file called "FreeColMessages.properties" which is in the strings directory, right next to the maps directory you have been hacking around in. It is a plain old text file, and contains lines like "freecol.map.Australia=Australia". To credit someone, you would change that, for example, to "freecol.map.Australia=Australia by Drongo Bruce" 4. For every file in the maps directory, you need a line in the properties file. The left hand side *must* have the freecol.map. prefix, after which is the *file name* without the .fsm extension. Once again, no spaces in the file name as that can stuff up the routines that read the properties file. 5. If you do *not* do this, freecol goes through the map directory, finds a file called foo.fsm, tries to look in the strings database for a key of freecol.map.foo, fails to find it, and defaults to just displaying the key freecol.map.foo. Which is what you were complaining about in https://sourceforge.net/p/freecol/bugs/3182/ 6. Yes I read your "but hunting down master translation stuff somewhere in something.. umm yeah.. I got no idea sorry." response in that bug. Humour me, eh? I am stretched pretty thin here, and really appreciate it when people work stuff out from what I admit is a terse explanation on my part. Hopefully this was a bit clearer and/or enough detail to get things moving again? Cheers, Mike Pope pgpYvcmV5Pazo.pgp Description: OpenPGP digital signature ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers