[Widelands-dev] [Bug 531659] Re: regression: no sound played at message arrival

2010-03-04 Thread SirVer
** Branch unlinked: lp:widelands

** Branch unlinked: lp:widelands/build15

-- 
regression: no sound played at message arrival
https://bugs.launchpad.net/bugs/531659
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Status in Widelands: Confirmed
Status in widelands build15 series: Confirmed
Status in widelands trunk series: Confirmed

Bug description:
the sound output for messages was removed in the rewrite of the message system 
( see 
http://widelands.svn.sourceforge.net/viewvc/widelands/trunk/src/logic/message_queue.h?limit_changes=0&r1=4984&r2=4955&pathrev=4984
 )

It should be reimplemented.



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[Widelands-dev] [Bug 530836] Re: game crash, if host is spectator and there is no player 1

2010-03-04 Thread SirVer
** Branch unlinked: lp:widelands/build15

-- 
game crash, if host is spectator and there is no player 1
https://bugs.launchpad.net/bugs/530836
You received this bug notification because you are a member of Widelands
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Status in Widelands: Confirmed
Status in widelands build15 series: Confirmed

Bug description:
I just work on defaultAI improvements/fixes, thus I just start games with 
computer players and stay as spectator.
now, if the host is spectator and slot for player 1 is closed, Widelands throws 
an exception with:

Spieldaten-Fehler
interaktiver Spieler: Spieler 1 existiert in diesem Spiel nicht

rough translation:

game data error:
interactive player: player 1 does not exist in this game.



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[Widelands-dev] [Bug 531856] [NEW] cmake builds locales each time make is executed

2010-03-04 Thread SirVer
*** This bug is a duplicate of bug 531857 ***
https://bugs.launchpad.net/bugs/531857

Public bug reported:

on Mac OS X 10.6

** Affects: widelands
 Importance: Low
 Status: Confirmed

** Changed in: widelands
   Status: New => Confirmed

** Changed in: widelands
   Importance: Undecided => Low

** This bug has been marked a duplicate of bug 531857
   cmake builds locales each time make is executed

-- 
cmake builds locales each time make is executed
https://bugs.launchpad.net/bugs/531856
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Status in Widelands: Confirmed

Bug description:
on Mac OS X 10.6



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[Widelands-dev] [Bug 531857] [NEW] cmake builds locales each time make is executed

2010-03-04 Thread SirVer
Public bug reported:

on Mac OS X 10.6

** Affects: widelands
 Importance: High
 Assignee: Jens Beyer (Qcumber-some) (qcumber-some)
 Status: Confirmed


** Tags: buildsystem cmake

** Changed in: widelands
   Status: New => Confirmed

** Changed in: widelands
   Importance: Undecided => Low

** Changed in: widelands
   Importance: Low => High

** Changed in: widelands
 Assignee: (unassigned) => Jens Beyer (Qcumber-some) (qcumber-some)

** Changed in: widelands
Milestone: None => build15-rc1

** Tags added: buildsystem cmake

-- 
cmake builds locales each time make is executed
https://bugs.launchpad.net/bugs/531857
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Status in Widelands: Confirmed

Bug description:
on Mac OS X 10.6



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[Widelands-dev] [Bug 531857] Re: cmake builds locales each time make is executed

2010-03-04 Thread SirVer
as a matter of fact, cmake should not build locales at all for debug
builds, only for releases.

-- 
cmake builds locales each time make is executed
https://bugs.launchpad.net/bugs/531857
You received this bug notification because you are a member of Widelands
Developers, which is subscribed to widelands.

Status in Widelands: Confirmed

Bug description:
on Mac OS X 10.6



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[Widelands-dev] [Bug 530767] Re: game crashes/assertion failure

2010-03-04 Thread SirVer
** Tags added: crash military

-- 
game crashes/assertion failure
https://bugs.launchpad.net/bugs/530767
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Status in Widelands: Confirmed

Bug description:
I was playing. then when attacking around an enemy's headquarter the game 
crashes. when i try to load the autosave it fails with an assertion failure



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[Widelands-dev] [Bug 530767] Re: game crashes/assertion failure

2010-03-05 Thread SirVer
** Changed in: widelands
   Importance: Undecided => Critical

** Changed in: widelands
Milestone: None => build15-rc1

-- 
game crashes/assertion failure
https://bugs.launchpad.net/bugs/530767
You received this bug notification because you are a member of Widelands
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Status in Widelands: Confirmed

Bug description:
I was playing. then when attacking around an enemy's headquarter the game 
crashes. when i try to load the autosave it fails with an assertion failure



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[Widelands-dev] [Bug 530648] Re: Move sf.net bug tracker to launchpad

2010-03-05 Thread SirVer
** Changed in: widelands
   Status: Confirmed => In Progress

-- 
Move sf.net bug tracker to launchpad
https://bugs.launchpad.net/bugs/530648
You received this bug notification because you are a member of Widelands
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Status in Widelands: In Progress

Bug description:
Title says it all. This must happen before build15 is released to reduce hassle 
with users.



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[Widelands-dev] [Bug 530892] Re: Remove SCons files from build15 branch

2010-03-05 Thread SirVer
** Changed in: widelands/build15
   Importance: Undecided => Critical

** Changed in: widelands
   Importance: Undecided => Low

** Tags added: buildsystem

-- 
Remove SCons files from build15 branch
https://bugs.launchpad.net/bugs/530892
You received this bug notification because you are a member of Widelands
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Status in Widelands: In Progress
Status in widelands build15 series: In Progress

Bug description:
Just as a hint for Build15: Remove all SCons files from build15 branch (but 
keep them in trunk) to introduce more stress on the cmake system.

See widelands-public for the decision on this point



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[Widelands-dev] [Bug 530836] Re: game crash, if host is spectator and there is no player 1

2010-03-05 Thread SirVer
** Changed in: widelands
Milestone: None => build15-rc1

** Changed in: widelands/build15
Milestone: None => build15-rc1

** Changed in: widelands
   Importance: Undecided => Critical

** Changed in: widelands/build15
   Importance: Undecided => Critical

-- 
game crash, if host is spectator and there is no player 1
https://bugs.launchpad.net/bugs/530836
You received this bug notification because you are a member of Widelands
Developers, which is subscribed to widelands.

Status in Widelands: Confirmed
Status in widelands build15 series: Confirmed

Bug description:
I just work on defaultAI improvements/fixes, thus I just start games with 
computer players and stay as spectator.
now, if the host is spectator and slot for player 1 is closed, Widelands throws 
an exception with:

Spieldaten-Fehler
interaktiver Spieler: Spieler 1 existiert in diesem Spiel nicht

rough translation:

game data error:
interactive player: player 1 does not exist in this game.



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[Widelands-dev] [Bug 531659] Re: regression: no sound played at message arrival

2010-03-05 Thread SirVer
** Changed in: widelands/build15
   Importance: Undecided => Medium

** Changed in: widelands/trunk
   Importance: Undecided => Medium

-- 
regression: no sound played at message arrival
https://bugs.launchpad.net/bugs/531659
You received this bug notification because you are a member of Widelands
Developers, which is subscribed to widelands.

Status in Widelands: Confirmed
Status in widelands build15 series: Confirmed
Status in widelands trunk series: Confirmed

Bug description:
the sound output for messages was removed in the rewrite of the message system 
( see 
http://widelands.svn.sourceforge.net/viewvc/widelands/trunk/src/logic/message_queue.h?limit_changes=0&r1=4984&r2=4955&pathrev=4984
 )

It should be reimplemented.



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[Widelands-dev] [Bug 531037] Re: Defending soliders don't join the fighting

2010-03-05 Thread SirVer
Is there some knowledge over this bug already in the sf.net bug tracker?
Is this a needed target for build15? It doesn't sound like a totally
crucially bad bug that you can't have joy with.

** Changed in: widelands
   Importance: Undecided => Medium

** Tags added: military

** Changed in: widelands
   Status: New => Confirmed

-- 
Defending soliders don't join the fighting
https://bugs.launchpad.net/bugs/531037
You received this bug notification because you are a member of Widelands
Developers, which is subscribed to widelands.

Status in Widelands: Confirmed

Bug description:
Computer player attacks a castle. Soldiers from a second building try to 
assist, but they don't find the way or the enemy. Have a look a the savegame. 
In the north are two castles. The one near the green player is under attack. 
Soldiers for the second castle try to help from time to time. But after a few 
steps they decide to go home...



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[Widelands-dev] [Bug 531037] Re: Defending soliders don't join the fighting

2010-03-05 Thread SirVer
confirmed, happens for me too.

-- 
Defending soliders don't join the fighting
https://bugs.launchpad.net/bugs/531037
You received this bug notification because you are a member of Widelands
Developers, which is subscribed to widelands.

Status in Widelands: Confirmed

Bug description:
Computer player attacks a castle. Soldiers from a second building try to 
assist, but they don't find the way or the enemy. Have a look a the savegame. 
In the north are two castles. The one near the green player is under attack. 
Soldiers for the second castle try to help from time to time. But after a few 
steps they decide to go home...



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[Widelands-dev] [Bug 534235] [NEW] SCons should define -DHAVE_VARARRAY on gcc tool chain

2010-03-08 Thread SirVer
Public bug reported:

This is due to Jaris VC++ branch which uses this to avoid using auto
pointers in some places. I have not checked, maybe scons already defines
this, so somebody just needs to check this or add it to the build
environment

** Affects: widelands
 Importance: Low
 Status: Confirmed

** Changed in: widelands
   Status: New => Confirmed

** Changed in: widelands
   Importance: Undecided => Low

-- 
SCons should define -DHAVE_VARARRAY on gcc tool chain
https://bugs.launchpad.net/bugs/534235
You received this bug notification because you are a member of Widelands
Developers, which is subscribed to widelands.

Status in Widelands: Confirmed

Bug description:
This is due to Jaris VC++ branch which uses this to avoid using auto pointers 
in some places. I have not checked, maybe scons already defines this, so 
somebody just needs to check this or add it to the build environment



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[Widelands-dev] [Bug 530646] Re: Idle military people

2010-03-08 Thread SirVer
I can't follow Timowi. If this bug can't/won't reappear in game, close
it. If not, leave it open.

-- 
Idle military people
https://bugs.launchpad.net/bugs/530646
You received this bug notification because you are a member of Widelands
Developers, which is subscribed to widelands.

Status in Widelands: Confirmed

Bug description:
Full description here, only tracked here to be markes as show stopper for rc1

https://sourceforge.net/tracker/?func=detail&aid=2961814&group_id=40163&atid=427221



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[Widelands-dev] [Bug 535271] Re: revision detection on macosx broken

2010-03-09 Thread SirVer
running svk asks a question which is not shown on stdout. This is why it
seems to run forever. One quickfix is to run svk co -l once and allow it
to create its directory.

The proper fix for this is off course to remove svk support from scons.
With bzr there is no more need for svk. I would leave git support
though, because maybe some developer likes to use git instead of bzr
(there exist bridges between them). svk and svn is dead though.

We should start using these tags. There are mighty useful ;).

** Changed in: widelands
   Status: New => Confirmed

** Changed in: widelands
   Importance: Undecided => High

** Changed in: widelands
   Importance: High => Medium

** Tags added: buildsystem scons

-- 
revision detection on macosx broken
https://bugs.launchpad.net/bugs/535271
You received this bug notification because you are a member of Widelands
Developers, which is subscribed to widelands.

Status in Widelands: Confirmed

Bug description:
user aber wrote in irc:

   is_svk_workdir = os.system('svk co -l|grep '+cwd+' >/dev/null 2>&1')==0, 
seems to run forever (without returning an answer)

if he changes it to 

   is_svk_workdir = False

everything works fine.



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[Widelands-dev] [Bug 535271] Re: revision detection on macosx broken

2010-03-10 Thread SirVer
the way to go is to remove svn & svk support from *both*
detect_revisions script.

** Changed in: widelands
   Status: Confirmed => Triaged

-- 
revision detection on macosx broken
https://bugs.launchpad.net/bugs/535271
You received this bug notification because you are a member of Widelands
Developers, which is subscribed to widelands.

Status in Widelands: Triaged

Bug description:
user aber wrote in irc:

   is_svk_workdir = os.system('svk co -l|grep '+cwd+' >/dev/null 2>&1')==0, 
seems to run forever (without returning an answer)

if he changes it to 

   is_svk_workdir = False

everything works fine.



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[Widelands-dev] [Bug 530646] Re: Idle military people

2010-03-10 Thread SirVer
I set this to triaged since a suitable solution was proposed. Someone
can start on it then.

** Changed in: widelands
   Status: Confirmed => Triaged

-- 
Idle military people
https://bugs.launchpad.net/bugs/530646
You received this bug notification because you are a member of Widelands
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Status in Widelands: Triaged

Bug description:
Full description here, only tracked here to be markes as show stopper for rc1

https://sourceforge.net/tracker/?func=detail&aid=2961814&group_id=40163&atid=427221



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[Widelands-dev] [Bug 536016] Re: soldiers keep finding opponents when mission is accomplished

2010-03-10 Thread SirVer
Why don't you close it then?

-- 
soldiers keep finding opponents when mission is accomplished
https://bugs.launchpad.net/bugs/536016
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Status in Widelands: New

Bug description:
When attacking an Attackable and succeeding, soldiers keep finding new enemy 
soldiers to fight even after the target has been destroyed. This is a waste of 
life that should be avoided. The soldiers should return home as soon as their 
target has been destroyed.



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[Widelands-dev] [Bug 536016] Re: soldiers keep finding opponents when mission is accomplished

2010-03-10 Thread SirVer
There has been recent changes in the code that makes soldiers more
clever. This can be considered fixed by them.

** Changed in: widelands
   Status: Invalid => Fix Committed

-- 
soldiers keep finding opponents when mission is accomplished
https://bugs.launchpad.net/bugs/536016
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Status in Widelands: Fix Committed

Bug description:
When attacking an Attackable and succeeding, soldiers keep finding new enemy 
soldiers to fight even after the target has been destroyed. This is a waste of 
life that should be avoided. The soldiers should return home as soon as their 
target has been destroyed.



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[Widelands-dev] [Bug 530648] Re: Move sf.net bug tracker to launchpad

2010-03-10 Thread SirVer
** Changed in: widelands
   Status: In Progress => Fix Released

-- 
Move sf.net bug tracker to launchpad
https://bugs.launchpad.net/bugs/530648
You received this bug notification because you are a member of Widelands
Developers, which is subscribed to widelands.

Status in Widelands: Fix Released

Bug description:
Title says it all. This must happen before build15 is released to reduce hassle 
with users.



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Re: [Widelands-dev] [Merge] lp:~ab-tools/widelands/minimap into lp:widelands

2010-06-20 Thread SirVer
is this working with the opengl renderer as well?
-- 
https://code.launchpad.net/~ab-tools/widelands/minimap/+merge/27998
Your team Widelands Developers is requested to review the proposed merge of 
lp:~ab-tools/widelands/minimap into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~ab-tools/widelands/minimap into lp:widelands

2010-06-21 Thread SirVer
I somewhat dislike the borders. They are quite ugly (no offense meant, they 
just disturb the beauty of the map) and are somewhat arbitrary: the location of 
the borders have no special for widelands-the-game (and only internal meaning 
for for widelands-the-engine). And I'd prefer a special graphic for the target 
cross in the middle, the red dot is to FPS like for my tastes.

I encourage this effort, this critic is meant to be constructive and not to 
discourage this effort.
-- 
https://code.launchpad.net/~ab-tools/widelands/minimap/+merge/27998
Your team Widelands Developers is requested to review the proposed merge of 
lp:~ab-tools/widelands/minimap into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~ab-tools/widelands/minimap into lp:widelands

2010-06-21 Thread SirVer
I'd much prefer it, it also feels more logical to me. But it like to put this 
to a vote. Are others okay with this? 

+1 for visible screen area in minimap
-1 for map borders in minimap
-- 
https://code.launchpad.net/~ab-tools/widelands/minimap/+merge/27998
Your team Widelands Developers is requested to review the proposed merge of 
lp:~ab-tools/widelands/minimap into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~ab-tools/widelands/minimap into lp:widelands

2010-07-12 Thread SirVer
The g_gr object might be what you are looking for. Alternativly you can also 
access the MapView object of InteractiveBase.
-- 
https://code.launchpad.net/~ab-tools/widelands/minimap/+merge/27998
Your team Widelands Developers is requested to review the proposed merge of 
lp:~ab-tools/widelands/minimap into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/fix-bug-582561 into lp:widelands

2010-08-02 Thread SirVer
I approve of the os.popen chance. I trust that the Xcode work around is 
necessary as I have no experience there :). 

Applied in r5456.
-- 
https://code.launchpad.net/~widelands-dev/widelands/fix-bug-582561/+merge/31001
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/fix-bug-582561 into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~ab-tools/widelands/minimap into lp:widelands

2010-10-05 Thread SirVer
2 pixels for me!
-- 
https://code.launchpad.net/~ab-tools/widelands/minimap/+merge/27998
Your team Widelands Developers is requested to review the proposed merge of 
lp:~ab-tools/widelands/minimap into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~ab-tools/widelands/minimap into lp:widelands

2010-10-06 Thread SirVer
I prefer the red one! I think that it has the best contrast for all world 
tilesets.
-- 
https://code.launchpad.net/~ab-tools/widelands/minimap/+merge/27998
Your team Widelands Developers is requested to review the proposed merge of 
lp:~ab-tools/widelands/minimap into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~ab-tools/widelands/minimap into lp:widelands

2010-10-17 Thread SirVer
merged. Thanks Andreas!
-- 
https://code.launchpad.net/~ab-tools/widelands/minimap/+merge/38618
Your team Widelands Developers is requested to review the proposed merge of 
lp:~ab-tools/widelands/minimap into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~angreeone/widelands/trunk into lp:widelands

2010-11-16 Thread SirVer
Review: Needs Fixing
the merge conflict: merge trunk into your branch: 

% bzr merge lp:widelands; 
fix the conflicts
% bzr commit -m "Merged with trunk"

About the quotation marks: we can simply let the translate one:

function direct_speech(text)
   return rt( (_ '"%s"'):format(text))) 
end

I think translators will recognize this than as a quoted string and translate 
it accordingly. Still, we only have to translate/handle boilerplate in one 
place, not in many.
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Re: [Widelands-dev] [Merge] lp:~angreeone/widelands/trunk into lp:widelands

2010-11-16 Thread SirVer
have a look at  at start of line
= 
and >

and read 
http://doc.bazaar.canonical.com/latest/en/user-reference/conflict-types-help.html
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Re: [Widelands-dev] [Merge] lp:~angreeone/widelands/trunk into lp:widelands

2010-11-17 Thread SirVer
how about replacing tutorial with introduction for all three campaigns. They 
are not game tutorials (or maybe the barbarian first mission is), but 
introduction into the tribes backstory and economy. I think the atlantean 
campaign is comparable to the empire campaign: first mission is tutorial, 
second mission is playing. Atlanteans: first half of first mission is tutorial. 

Can we agree on introduction? Or we drop the tutorial everywhere?
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Re: [Widelands-dev] [Merge] lp:~angreeone/widelands/trunk into lp:widelands

2010-11-18 Thread SirVer
I merged this and change some stuff around in later revisions:

1) Some of the changes were not to my liking and I modified or reverted them in 
the texts.
2) removed all tutorial/introduction in cconfig, instead added the option to 
write a short difficulty description for each campaign. Added sensible values 
there to make clear that those are somewhat tutorialish.
3) went through all maps in campaigns/ and fixed the elemental strings. No 
player cares if this is "the first map of the barbarian campaign" these days.
4) Added a wrapper around direct speech for "", also made it translatable
5) updated catalogs so that the changed stuff will get translated
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Re: [Widelands-dev] [Merge] lp:~nha/widelands/fonthandler into lp:widelands

2011-01-31 Thread SirVer
Great work! I did only a very quick test though, but OpenGL and Software 
Rendering of Text areas worked for me. I tested with the atlantean scenario 
that contains plenty of text messages.

One thing I noticed though is that the background of tooltips are yellow now; 
this makes the tooltips hard to read. I also noticed that the size of the 
tooltips is not correct in all cases (mouse over the various buttons at the 
bottom of the screen) - but this only in the Software renderer. I can't say if 
any of this issues are related to your branches' changes though. So I do not 
set this to Needs fixing.

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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/martin_i18n into lp:widelands

2011-02-10 Thread SirVer
SirVer has proposed merging lp:~widelands-dev/widelands/martin_i18n into 
lp:widelands.

Requested reviews:
  SirVer (sirver)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/martin_i18n/+merge/49202

Martin explored wesnoths code and duplicated their ideas to properly fix i18n 
under linux.
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=== modified file 'src/i18n.cc'
--- src/i18n.cc	2010-11-01 21:43:46 +
+++ src/i18n.cc	2011-02-10 10:00:41 +
@@ -19,6 +19,7 @@
 
 #include "i18n.h"
 #include "log.h"
+#include "profile/profile.h"
 
 #include 
 
@@ -27,6 +28,12 @@
 #include 
 #include 
 
+#ifdef __APPLE__
+#define SETLOCALE libintl_setlocale
+#else
+#define SETLOCALE std::setlocale
+#endif
+
 extern int _nl_msg_cat_cntr;
 
 namespace i18n {
@@ -36,6 +43,7 @@
 /// \see grab_texdomain()
 std::vector > textdomains;
 
+std::string env_locale;
 std::string locale;
 std::string localedir;
 
@@ -70,8 +78,8 @@
 	char const * const dom = domain.c_str();
 	char const * const ldir = localedir.c_str();
 
+	bindtextdomain(dom, ldir);
 	bind_textdomain_codeset(dom, "UTF-8");
-	bindtextdomain(dom, ldir);
 	// log("textdomain %s @ %s\n", dom, ldir);
 	textdomain(dom);
 	textdomains.push_back(std::make_pair(dom, ldir));
@@ -100,55 +108,106 @@
 }
 
 /**
- * Set the locale to the given string
+ * Initialize locale to English.
+ * Save system language (for later selection).
+ * Code inspired by wesnoth.org
+ */
+void init_locale() {
+#ifdef _WIN32
+	env_locale = "";
+	locale = "English";
+	SETLOCALE(LC_ALL, "English");
+#else
+	env_locale = getenv("LANG");  // save environment variable
+	locale = "C";
+	SETLOCALE(LC_ALL, "C");
+	SETLOCALE(LC_MESSAGES, "");
+#endif
+}
+
+/**
+ * Set the locale to the given string.
+ * Code inspired by wesnoth.org
  */
 void set_locale(std::string name) {
 	std::string lang(name);
 
+#ifndef _WIN32
+#ifndef __AMIGAOS4__
+	unsetenv ("LANGUAGE"); // avoid problems with this variable
+#endif
+#endif
+
+	log("selected language: %s\n", lang.empty()?"(system language)":lang.c_str());
+
+	std::string alt_str;
+	if (lang.empty()) {
+		// reload system language, if selected
+		lang = env_locale;
+		alt_str = env_locale + ",";
+	} else {
+		// otherwise, read alternatives from file
+		Profile loc("txts/locales");
+		Section * s = &loc.pull_section("alternatives");
+		alt_str = s->get_string(lang.c_str(), lang.c_str());
+		alt_str += ",";
+	}
+
 	// Somehow setlocale doesn't behave same on
 	// some systems.
 #ifdef __BEOS__
 	setenv ("LANG",   lang.c_str(), 1);
 	setenv ("LC_ALL", lang.c_str(), 1);
+	locale = lang;
 #endif
 #ifdef __APPLE__
 	setenv ("LANGUAGE", lang.c_str(), 1);
+	setenv ("LANG", lang.c_str(), 1);
 	setenv ("LC_ALL",   lang.c_str(), 1);
+	locale = lang;
 #endif
-
 #ifdef _WIN32
 	putenv(const_cast((std::string("LANG=") + lang).c_str()));
+	locale = lang;
 #endif
 
 #ifdef linux
-	// hopefully this gets gettext to run on all linux distributions - some like
-	// ubuntu are very problematic with setting language variables.
-	// If this doesn't solve the problem on your linux-distribution, here comes
-	// a quote from
-	// http://www.gnu.org/software/automake/manual/
-	//  gettext/Locale-Environment-Variables.html
-	//
-	//   Some systems, unfortunately, set LC_ALL in /etc/profile or in similar
-	//   initialization files. As a user, you therefore have to unset this
-	//   variable if you want to set LANG and optionally some of the other LC_xxx
-	//   variables.
-
-	/* If lang is empty, fill it with $LANG */
-	if (lang.size() < 1)
-		if (char const * const l = getenv("LANG"))
-			lang = l;
-	/* Than set the variables */
-	setenv ("LANG", lang.c_str(), 1);
-	setenv ("LANGUAGE", lang.c_str(), 1);
-	log
-		("LANG %s, LANGUAGE %s:%s\n",
-		 lang.c_str(), lang.c_str(), + lang.substr(0, 2).c_str());
+	char * res = NULL;
+	char const * encoding[] = {"", ".utf-8", "@euro", ".UTF-8"};
+	std::size_t found = alt_str.find(',', 0);
+	bool leave_while = false;
+	while (found != std::string::npos) {
+		std::string base_locale = alt_str.substr(0, int(found));
+		alt_str = alt_str.erase(0, int(found) + 1);
+
+		for (int j = 0; j < 4; ++j) {
+			std::string try_locale = base_locale + encoding[j];
+			res = SETLOCALE(LC_MESSAGES, try_locale.c_str());
+			if (res) {
+locale = try_locale;
+log("using locale %s\n", try_locale.c_str());
+leave_while = true;
+break;
+			} else {
+//log("locale is not working: %s\n", try_locale.c_s

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/martin_i18n into lp:widelands

2011-02-10 Thread SirVer
Review: Needs Fixing
I applied martins code with some compile fixes for mac os x. I can report the 
following for Mac OS X:

1) If you manually set the locale to de, the game is properly localized
2) The locales list in the options menu does not show anything but the current 
locale (Deutsch), English and Try system language. Try system language does not 
work - the game is not in German. I guess all locales should be shown in the 
list under Mac OS and the system language should be recognized.

Martin, I also need an ID for the authors file.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/martin_i18n into lp:widelands

2011-02-10 Thread SirVer
Oh, I forgot: please test this branch before we merge it to trunk. We should 
get linux and windows testing at the very least.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/martin_i18n into lp:widelands

2011-02-11 Thread SirVer
Review: Needs Information
Okay, I found the problem with mac os x not filling the list: widelands checks 
in the CWD for the localedir and enumerates the locales it finds there but it 
tries to load the locales from the --localedir= commandline option. So things 
are a bit awkward - currently I can either have the list of all languages or 
get the game localized.

Okay, so we have success reports from windows, mac and linux. The problems 
described are likely not related to this bug.

Martin, with ID i mean your credit card. It is common that new developers pay a 
fee to join in the widelands development which is currently 50€.

...
just kidding. I need a name or nickname that you want to have apearing on our 
developers list:
http://wl.widelands.org/developers

I can then go ahead and merge this branch. Maybe you are also interested to 
sort the remaining issues out, even though they are not of your making?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/martin_i18n into lp:widelands

2011-02-12 Thread SirVer
Martin, I added you to the list of developers in the martin_i18n branch. Your 
latest patch didn't apply to this branch, could you repost the diff based on 
the current tip of the martin_i18n branch? 

I have no idea about gettext and we have no specialist in this field in the 
team, otherwise we would have probably sorted this out already :(. Maybe the 
SVN log of wesnoth gives us a name of a specialist in their team that we could 
contact?

I am unsure about the state of this branch now. What needs to be done before 
this can be merged? It seems to improve the i18n situation in some 
circumstances and makes it worse in others, is this correct or did I 
mininterpret the current discussion?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/martin_i18n into lp:widelands

2011-02-13 Thread SirVer
I pulled your changes from the new branch to the martin_i18n branch to keep the 
history of commits intact. So the martin_i18n branch should contain your latest 
version now.

Testing wise the issues on mac os x are unchanged but do not provide a problem 
(as clever packaging will solve all path related problems and we will ship a 
.app package anyway).

if you contribute more fixes, please use the following sets of commands:

bzr get lp:~widelands-dev/widelands/martin_i18n   # get this branch
cd martin_i18n 
bzr pull lp:~widelands-dev/widelands/martin_i18n # has someone made any changes?
- make your changes
bzr commit -m "I changed this and this and that"
bzr push lp:~widelands-dev/widelands/martin_i18n  # push the current version

So, testers on windows and linux once again please!
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/martin_i18n into lp:widelands

2011-02-14 Thread SirVer
@Martin: you can delete the i18n branch, it will not interfere with this one. 
You can also keep it around, but set it to being inactive then please.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/martin_i18n into lp:widelands

2011-02-18 Thread SirVer
Thanks a lot Martin and all testers! Makes me always warm and fuzzy when many 
work so nicely together on widelands.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/win32_glew into lp:widelands

2011-02-20 Thread SirVer
I have no time to review this right now, but this should definitivly go into 
build 16. I suggest merging right away and wait for the cries of others.
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[Widelands-dev] [Bug 724344] Re: Security issue in sending files in network game

2011-03-14 Thread SirVer
how should we handle this? Should we issue a build 15 security update?
build 15.1? I am against this, as builds are 'beta' by definition.

I suggest informing our user base and push the update in build 16. This
should also speed up adaption of build 16, nor?

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Title:
  Security issue in sending files in network game

Status in Widelands:
  Fix Committed

Bug description:
  Network games have capability to send savegames and maps over network.
  Receiving player first checks if the file exists, and if it exists,
  existing file is renamed before new file is received. Handling of the
  received file is not secure as FileSystem classes support using ".."
  in path to go out of filesystem root. For example sending a file name
  like "../.bashrc" allows some nasty things to happen.

  To fix this issue either FileSystem code should enforce that file
  accesses stay within created file system's root. Alternatively paths
  coming from network should be validated and  "..",  "~" and "/"
  accesses should be filtered out. Perhaps it's wise to implement both.

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[Widelands-dev] [Bug 724344] Re: Security issue in sending files in network game

2011-03-14 Thread SirVer
Okay, so I suggest we pressure on with build 16. I'd suggest we post the
security issue right away on the website as Jari suggested and also
mention that build 16 will contain the fix. Only joining trusted games
should not be a strong restriction.

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Title:
  Security issue in sending files in network game

Status in Widelands:
  Fix Committed

Bug description:
  Network games have capability to send savegames and maps over network.
  Receiving player first checks if the file exists, and if it exists,
  existing file is renamed before new file is received. Handling of the
  received file is not secure as FileSystem classes support using ".."
  in path to go out of filesystem root. For example sending a file name
  like "../.bashrc" allows some nasty things to happen.

  To fix this issue either FileSystem code should enforce that file
  accesses stay within created file system's root. Alternatively paths
  coming from network should be validated and  "..",  "~" and "/"
  accesses should be filtered out. Perhaps it's wise to implement both.

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Re: [Widelands-dev] [Merge] lp:~hjd/widelands-website/valid-css into lp:widelands-website

2011-04-11 Thread SirVer
I will merge this as soon as I find a minute! Thanks.
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Re: [Widelands-dev] [Merge] lp:~aber/widelands/deleteSomeFilesNow into lp:widelands

2011-05-01 Thread SirVer
I am sorry. I had planed to review this but failed utterly in remembering to do 
so... But I am confident that the changes are alright :)
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Re: [Widelands-dev] [Merge] lp:~hjd/widelands/ware-data into lp:widelands

2011-06-17 Thread SirVer
those are error messages. I do not think they should be translated at all. Eg. 
a turkish user that would open a bug report with the translation of the error 
would not help me in any way to fix the problem.
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Re: [Widelands-dev] [Merge] lp:~hjd/widelands/adding-barriers-bug-787508 into lp:widelands

2011-08-20 Thread SirVer
I agree to your fixes. They have been merged to 5943. Sorry for taking ages 
again :/.
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Re: [Widelands-dev] [Merge] lp:~shevonar/widelands/fix-ware-positioning into lp:widelands

2011-09-14 Thread SirVer
Looking good, nice work! I am currently not in germany, therefore I can't merge 
this. I will put it on my list of TODOs and merge it in ~1-2 weeks. What name 
should I put onto the list of developers?
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Re: [Widelands-dev] [Merge] lp:~borim/widelands/economyChart into lp:widelands

2011-11-06 Thread SirVer
Very clean implementation! I didn't play test it throughoutly yet but merged it 
to trunk for more test exposure.

Great work!
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Re: [Widelands-dev] [Merge] lp:~nha/widelands/signals into lp:widelands

2011-11-21 Thread SirVer
I will test this on mac os x and report back. I am also pro killing our own 
signal stuff; in this sweep it would be nice to also get rid of 
"CallbackButton" and subcalssing Button for clicks and use signals there as 
well.
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Re: [Widelands-dev] [Merge] lp:~tino79/widelands/gettext018 into lp:widelands

2011-11-26 Thread SirVer
I have some problems with gettext 0.17 on mac os x:

i18n.cc:130: error: ‘libintl_setlocale’ was not declared in this scope

The version is defined as 

#define LIBINTL_VERSION 0x001100

which means that std::setlocale was used prior on my system. The following 
solutions compile on my system:

#define SETLOCALE setlocale
#define SETLOCALE std::setlocale

note that I have not tested if it really works in the game though. Translations 
mostly never seem to work for me as I can't remember where to put the generated 
locales.

But this doesn't:

#define SETLOCALE libintl_setlocale



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Re: [Widelands-dev] [Merge] lp:~alocritani/widelands/even_more_on_+_- into lp:widelands

2011-12-24 Thread SirVer
Good fixes. I am merging this right now.
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Re: [Widelands-dev] [Merge] lp:~hjd/widelands-website/irc-help into lp:widelands-website

2011-12-25 Thread SirVer
Review: Approve

Good idea! I merged this and it will land on the website as soon as we roll a 
new version.
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Re: [Widelands-dev] [Merge] lp:~aber/widelands/static into lp:widelands

2012-01-01 Thread SirVer
You do have push rights, don't you? What do you want to have reviewed here 
specifically?
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Re: [Widelands-dev] [Merge] lp:~alocritani/widelands/shorter_wincondition_button_text into lp:widelands

2012-01-03 Thread SirVer
Good fixes, I'll merge this asap

On Mon, Jan 02, 2012 at 05:48:25PM -, Angelo Locritani wrote:
> Angelo Locritani has proposed merging 
> lp:~alocritani/widelands/shorter_wincondition_button_text into lp:widelands.
> 
> Requested reviews:
>   Widelands Developers (widelands-dev)
> Related bugs:
>   Bug #899930 in widelands: "Translation overflow in "Start game" window"
>   https://bugs.launchpad.net/widelands/+bug/899930
> 
> For more details, see:
> https://code.launchpad.net/~alocritani/widelands/shorter_wincondition_button_text/+merge/87275
> 
> Moved the text "Type", previously in front of the winning condition, on top 
> of it and changed to "Type of game"
> -- 
> https://code.launchpad.net/~alocritani/widelands/shorter_wincondition_button_text/+merge/87275
> Your team Widelands Developers is requested to review the proposed merge of 
> lp:~alocritani/widelands/shorter_wincondition_button_text into lp:widelands.

> === modified file 'src/ui_fsmenu/launchMPG.cc'
> --- src/ui_fsmenu/launchMPG.cc2011-12-17 18:22:31 +
> +++ src/ui_fsmenu/launchMPG.cc2012-01-02 17:47:26 +
> @@ -155,8 +155,12 @@
>   (this,
>get_w() * 8 / 10, get_h() / 10,
>_("Map")),
> + m_wincondition_type
> + (this,
> +  get_w() * 37 / 50 + (m_butw / 2), get_h() * 10 / 20,
> +  _("Type of game"), UI::Align_HCenter),
>  
> - m_map_info(this, get_w() * 37 / 50, get_h() * 2 / 10, m_butw, get_h() * 
> 27 / 80),
> + m_map_info(this, get_w() * 37 / 50, get_h() * 2 / 10, m_butw, get_h() * 
> 23 / 80),
>   m_client_info(this, get_w() * 37 / 50, get_h() * 13 / 20, m_butw, 
> get_h() * 5 / 20),
>   m_help(0),
>  
> @@ -186,6 +190,7 @@
>   m_wincondition.set_font(font_small());
>   m_help_button.set_font(font_small());
>   m_change_map_or_save.set_font(font_small());
> + m_wincondition_type.set_textstyle(ts_small());
>  
>   m_lua = create_LuaInterface();
>   m_lua->register_scripts(*g_fs, "win_conditions", 
> "scripting/win_conditions");
> @@ -286,7 +291,7 @@
>   std::string n = t->get_string("name");
>   std::string d = t->get_string("description");
>  
> - m_wincondition.set_title(_("Type: ") + n);
> + m_wincondition.set_title(n);
>   m_wincondition.set_tooltip(d.c_str());
>   } catch (LuaTableKeyError &) {
>   // might be that this is not a win condition after all.
> 
> === modified file 'src/ui_fsmenu/launchMPG.h'
> --- src/ui_fsmenu/launchMPG.h 2011-11-30 21:38:37 +
> +++ src/ui_fsmenu/launchMPG.h 2012-01-02 17:47:26 +
> @@ -80,7 +80,7 @@
>  
>   UI::Button   m_change_map_or_save, m_ok, m_back, m_wincondition;
>   UI::Button   m_help_button;
> - UI::Textarea  m_title, m_mapname, m_clients, m_players, 
> m_map;
> + UI::Textarea  m_title, m_mapname, m_clients, m_players, 
> m_map, m_wincondition_type;
>   UI::Multiline_Textaream_map_info, m_client_info;
>   UI::HelpWindow  * m_help;
>   GameSettingsProvider* m_settings;
> 
> === modified file 'src/ui_fsmenu/launchSPG.cc'
> --- src/ui_fsmenu/launchSPG.cc2011-12-17 18:19:19 +
> +++ src/ui_fsmenu/launchSPG.cc2012-01-02 17:47:26 +
> @@ -98,6 +98,10 @@
>   (this,
>get_w() * 51 / 100, get_h() * 53 / 200,
>_("Start type"), UI::Align_Left),
> + m_wincondition_type
> + (this,
> +  get_w() * 7 / 10 + (m_butw / 2), get_h() * 7 / 20,
> +  _("Type of game"), UI::Align_HCenter),
>  
>  // Variables and objects used in the menu
>   m_settings (settings),
> @@ -127,6 +131,7 @@
>  
>   m_title  .set_textstyle(ts_big());
>   m_mapname.set_textstyle(ts_small());
> + m_wincondition_type.set_textstyle(ts_small());
>  
>   UI::TextStyle tsmaller
>   (UI::TextStyle::makebold
> @@ -235,7 +240,7 @@
>   std::string n = t->get_string("name");
>   std::string d = t->get_string("description");
>  
> - m_wincondition.set_title(_("Type: ") + n);
> + m_wincondition.set_title(n);
>   m_wincondition.set_tooltip(d.c_str());
>   } catch (LuaTableKeyError &) {
>   // might be that this is not a win condition after all.
> 
> === modified file 'src/ui_fsmenu/launchSPG.h'
> --- src/ui_fsmenu/launchSPG.h 2011-11-30 21:38:37 +
> +++ src/ui_fsmenu/launchSPG.h 2012-01-02 17:47:26 +
> @@ -78,7 +78,7 @@
>   UI::Button   m_select_map, m_wincondition, m_back, m_ok;
>   UI::Button * m_pos[MAX_PLAYERS];
>   UI::Textarea  m_title, m_mapname;
> - UI::Textarea  m_name, m_type, m_team, m_tribe, m_init;
> + UI::Textarea  m_name, m_type, m_team, m

Re: [Widelands-dev] [Merge] lp:~aber/widelands/static into lp:widelands

2012-01-03 Thread SirVer

> Just searching for the deeper meaning, the indented behavior... 
Most of these just seem to be bugs. There is especially one where some
effort is done to convert from big to little endian but the value is
discarded. This is quite definitively a bug that just never bit us
because Big endian machines seem to die... I am indifferent towards most
of the other changes.

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Re: [Widelands-dev] [Merge] lp:~aber/widelands/static into lp:widelands

2012-01-07 Thread SirVer
I commited this now. Cleanup is always good. Thanks for your work, aber! It is 
in r 6180.
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Re: [Widelands-dev] [Merge] lp:~aber/widelands/gcc into lp:widelands

2012-01-24 Thread SirVer
I guess your argument is that 4.5 is reasonably old so that we can drop
this workaround. I believe that it is too early for that. Mingw and Mac
< 10.7 use older GCCs than 4.5 as default still.


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Re: [Widelands-dev] [Merge] lp:~nomeata/widelands/bug887737 into lp:widelands

2012-01-25 Thread SirVer
Joachim, thanks! I much appreciate the democratical sense you've shown by 
implementing this against your own opinion. 
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Re: [Widelands-dev] [Bug 916545] Re: About depending on GGZ packages

2012-01-30 Thread SirVer
>Should we open a new branch for this purpose, or better keep this in
>main trunk to directly force our playtesters to use the new
>implementation once it is in testing stage? ;)
We should use a new branch and merged it back as soon as it is in 
testing stage. We need to force our users to switch asap.

>As my next changes won't break ggz implementation I would vote for main
>trunk. What do YOU think?
see no apparent reason to not work in a branch directly. We will sooner 
or later rip ggz out of the code while players will want to continue GGZ 
for as long as we are not ready for deployment. I am therefore for a 
branch.

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https://bugs.launchpad.net/bugs/916545

Title:
  About depending on GGZ packages

Status in Widelands:
  Confirmed
Status in “widelands” package in Debian:
  New

Bug description:
  I noticed a bug report in Debian which basically suggests to drop the
  GGZ packages because it is unmaintained upstreams. Since Widelands
  depends on ggz, this of course affects us there (not to mention Debian
  derivaties like Ubuntu and Linux Mint).

  I know the ggz dependency has been discussed a bit before, but we
  should probably figure out what the long-term plan is.

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Re: [Widelands-dev] [Bug 916545] Re: About depending on GGZ packages

2012-01-30 Thread SirVer
I didn't seem anything that was not alright. However, I strongly urge 
you to define an ASCII protocol -> it makes debugging much easier and 
there is so little traffic on the metaserver that it makes no 
difference.

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Title:
  About depending on GGZ packages

Status in Widelands:
  Confirmed
Status in “widelands” package in Debian:
  New

Bug description:
  I noticed a bug report in Debian which basically suggests to drop the
  GGZ packages because it is unmaintained upstreams. Since Widelands
  depends on ggz, this of course affects us there (not to mention Debian
  derivaties like Ubuntu and Linux Mint).

  I know the ggz dependency has been discussed a bit before, but we
  should probably figure out what the long-term plan is.

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[Widelands-dev] [Bug 916545] Re: About depending on GGZ packages

2012-02-02 Thread SirVer
protocol looks good to me. I would just suggest using static const
std::string = "COMMANDNAME". #defines are not typesafe and have no
benefits in this case (IMHO). Otherwise the protocol looks good to me. I
am also pro ignoring translation of motd and therelike. The other
messages should imho be templates that are translated inside widelands.

I agree with hjd that a testsuite would be desirable. The only way to do
this properly is to run the "server" locally and propagate it with
"fake" user and game data, then let the client run some automated tests
against this. This would be easiest if the internet protocol where a
stand alone library that is only linked against widelands. Obviously
that would be desirable for all parts of widelands but in this case we
can really achieve this because it is a small seperated part inside the
code - especially after the refactoring. Could you try this out, peter?

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Title:
  About depending on GGZ packages

Status in Widelands:
  Confirmed
Status in “widelands” package in Debian:
  New

Bug description:
  I noticed a bug report in Debian which basically suggests to drop the
  GGZ packages because it is unmaintained upstreams. Since Widelands
  depends on ggz, this of course affects us there (not to mention Debian
  derivaties like Ubuntu and Linux Mint).

  I know the ggz dependency has been discussed a bit before, but we
  should probably figure out what the long-term plan is.

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Re: [Widelands-dev] [Merge] lp:~gamag/widelands/EditorUndo into lp:widelands

2012-02-14 Thread SirVer
Seems like you beat me to it :). I was actually working on undo in a seperate 
branch but must admit that I got sidetracked a bit. This is quite a mouthful to 
review. I plan to do this on the weekend.
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Re: [Widelands-dev] [Merge] lp:~gamag/widelands/Bug892773 into lp:widelands

2012-02-22 Thread SirVer
Cool thing! Thanks a lot Gabriel. I just merged this.
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Re: [Widelands-dev] [Merge] lp:~qcumber-some/widelands/bugfix-657404 into lp:widelands

2012-03-03 Thread SirVer
Thanks for your work Jens! I think that saving a localized name is an error and 
I prefer the approach you took - i.e. trying to translate the name found in the 
savegame and failing quietly. I suggest doing this for all savegames.

Do you mind fixing the patch up and committing it yourself?
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Re: [Widelands-dev] [Merge] lp:~alocritani/widelands/writeHTML_improvements into lp:widelands

2012-03-08 Thread SirVer
Merged! Thanks, man!


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Re: [Widelands-dev] [Merge] lp:~alocritani/widelands/resource_info_in_editor into lp:widelands

2012-03-19 Thread SirVer
The reason is the following: I merged it and forgot to push, then someone else 
commited stuff to trunk. So I rebase and somehow some metadata of the merge got 
lost.

It is completly in trunk though. Also: thanks for including the help.lua into 
catalogues - I somehow missed this.
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[Widelands-dev] [Merge] lp:~alocritani/widelands/resource_info_in_editor into lp:widelands

2012-03-19 Thread SirVer
The proposal to merge lp:~alocritani/widelands/resource_info_in_editor into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~alocritani/widelands/resource_info_in_editor/+merge/98150
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Re: [Widelands-dev] [Merge] lp:~hjd/widelands/help-strings-consistent into lp:widelands

2012-03-26 Thread SirVer
This should be merged imho, but only after build-17. Could you poke us 
then again if we forget?

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Re: [Widelands-dev] [Merge] lp:~qcumber-some/widelands/cmake_fail_on_sdl_accessories into lp:widelands

2012-03-31 Thread SirVer
not critical enough for build 17 I'd say. Is it okay for you to have 
this merged after build 17?


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Re: [Widelands-dev] [Merge] lp:~qcumber-some/widelands/cmake_fail_on_sdl_accessories into lp:widelands

2012-03-31 Thread SirVer
Sorry.. seems like reading is not my strong point :)

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[Widelands-dev] [Bug 916545] Re: Replace ggz implementation with own InternetGaming function + metaserver

2012-04-02 Thread SirVer
Released in build17-rc1.

** Changed in: widelands
   Status: Fix Committed => Fix Released

** Changed in: widelands (Debian)
   Status: New => Fix Released

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Title:
  Replace ggz implementation with own InternetGaming function +
  metaserver

Status in Widelands:
  Fix Released
Status in “widelands” package in Debian:
  Fix Released

Bug description:
  I noticed a bug report in Debian which basically suggests to drop the
  GGZ packages because it is unmaintained upstreams. Since Widelands
  depends on ggz, this of course affects us there (not to mention Debian
  derivaties like Ubuntu and Linux Mint).

  I know the ggz dependency has been discussed a bit before, but we
  should probably figure out what the long-term plan is.

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Re: [Widelands-dev] [Merge] lp:~hjd/widelands/optimizations into lp:widelands

2012-04-06 Thread SirVer
I totally approve! In fact, we have a code-style checker rule for 
exactly this, seems like it missed these places though.

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Re: [Widelands-dev] [Merge] lp:~hjd/widelands/optimizations into lp:widelands

2012-04-06 Thread SirVer
>If we have a check as part of the stylechecker for this, then I think someone 
>should check whether that still works and is run.
I was mistaken here. We have a check which checks for the inverse 
(!blah.size()) which should then
be replaced through blah.empty().

>How can logic/building.cc:686 ever be called when the if has the same check as 
>the while loop above?
There is a break statement in the while loop which will terminate the 
loop. So this is valid.

>The cppcheck report also listed logic/tribe.cc:233, but that section looks a 
>bit special and I'm not sure what's going on there, so I left it alone...
It is save to replace this too:
if (!column.empty())

but it will not make a notable difference in performance. It will only 
shut up cppcheck.

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Re: [Widelands-dev] [Merge] lp:~hjd/widelands/assert into lp:widelands

2012-04-25 Thread SirVer
Merged! Thanks.
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Re: [Widelands-dev] [Merge] lp:~borim/widelands/fixWarnings into lp:widelands

2012-05-29 Thread SirVer
I am not so fond of the idea to translate warnings. Those warnings will appear 
in bug reports and will not help when we are unable to understand them because 
they are in mandarin. Will those warnings be shown to the user?




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Re: [Widelands-dev] [Merge] lp:~peter.waller/widelands/eliminate-unused-arguments into lp:widelands

2012-06-09 Thread SirVer
Nice Work Peter! I saw that you also improved the flexibility of the 
CodeChecker quite a bit. That is really good work.

I am not a fan of the commenting of the parameters. Can you tell me why you 
find this superior to straightup deleting them? 
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Re: [Widelands-dev] [Merge] lp:~ab-tools/widelands/msvs2010-compileerrors into lp:widelands

2012-06-09 Thread SirVer
Some of these fixes are quite strange, but they compile on my system, so I went 
ahead and merged them. Thanks Andreas!
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Re: [Widelands-dev] [Merge] lp:~gamag/widelands/building_costs_preview into lp:widelands

2012-06-28 Thread SirVer
Quality Work Gabriel! Very nice. Merged in 6407.

The only thing bugging me is the window resizing. It is quite distracting imho. 
I merged now, maybe one gets used to it. Maybe we have to rethink the way we 
display this information in the UI in a while.

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Re: [Widelands-dev] [Merge] lp:~borim/widelands/bug1022267 into lp:widelands

2012-07-12 Thread SirVer
Merged! Thanks Borim.
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Re: [Widelands-dev] [Merge] lp:~qcumber-some/widelands/cppcheck_const_refs into lp:widelands

2012-07-12 Thread SirVer
Well... I start to dislike cppcheck. Most of them are harmless, but replacing 
the passing of a 8 bit integer through a const reference to a 8 bit integer 
effectively increases the amount of data passed to the functions. It will 
hardly matter in any case, but it seems futile to mark this as an error.

I merged this for the sake of shutting cppcheck up. But I feel we should maybe 
just ignore non-compiler warnings or at least use something that understands 
more of what it parses like LLVM.
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Re: [Widelands-dev] [Merge] lp:~sirius-in4matiker/widelands/spectator-fix into lp:widelands

2012-07-14 Thread SirVer
Thanks! Merged in r6418.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands-website/new-design into lp:widelands-website

2012-07-14 Thread SirVer
Review: Approve

This is in my ballbark now. I am in Munich for the forseeable future to look 
for flats and I have no idea how the internet is there. I hope to get around 
doing this still this week.

Thanks Matthias!
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Re: [Widelands-dev] [Merge] lp:~ebke/widelands/ping-on-pause into lp:widelands

2012-07-23 Thread SirVer
Merged in r6421. Thanks Johannes!
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands-website/new-design into lp:widelands-website

2012-09-01 Thread SirVer
I finally merged this. I am currently struggling to get it on 
alpha.widelands.org. Thanks for your work again Shevonar. Please keep it up and 
I owe you any kind of beverage that you want to drink on the next wihack.
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Re: [Widelands-dev] [Merge] lp:~amdmi3/widelands/widelands into lp:widelands

2012-12-02 Thread SirVer
Thanks. I just merged these changes in.
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Re: [Widelands-dev] [Merge] lp:~hjd/widelands-website/updated-installation-instructions into lp:widelands-website

2012-12-10 Thread SirVer
Thanks! I think a warning is not necessary. Could you update the docs?
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Re: [Widelands-dev] [Merge] lp:~tino79/widelands/using_sdl_net_init into lp:widelands

2012-12-31 Thread SirVer
Tino, I accidentally overwrote your merge to trunk! Sorry about that - i just 
realized. I merged this branch now again. It seems like it contains all the 
fixes you made in the original merge and more, right? 

Your fix is very important, so I think merging and waiting that other oses 
complain maybe is a prudent thing to do.
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Re: [Widelands-dev] [Merge] lp:~hjd/widelands/compilation-warnings into lp:widelands

2013-01-05 Thread SirVer
A good idea i think. I merged this and have not seen any problems with building 
widelands so far. Testing for individual warnings will likely need a script to 
probe the compiler for what it supports. 

-Wno-attributes was added by me IIRC because compilation on old gcc version 
made some noisy output because we use attribute hot in some places. My memory 
might fail me though, I am an old man after all. 
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Re: [Widelands-dev] [Merge] lp:~hono/widelands/warnings into lp:widelands

2013-01-06 Thread SirVer
I only reviewed the code from the technical point of view and from there it 
looks fine. I am also not concerned about the individual disabling of the 
warnings in the code - it was all clear to me when I reviewed it.

About the copyright issue - the text seems to have been written/dublicated into 
the boost wiki as a coding reference for the boost libraries [1]. I therefore 
feel they are basically part of the c++ folklore and therefore free to use - 
and we give credit in the code. I am not a lawyer, but as long as no one 
complains, I think we are golden.

https://svn.boost.org/trac/boost/wiki/Guidelines/WarningsGuidelines
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Re: [Widelands-dev] [Merge] lp:~hjd/widelands/recruited-typo into lp:widelands

2013-01-06 Thread SirVer
Merged, done and thanks!
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Re: [Widelands-dev] [Merge] lp:~hjd/widelands/main-menu-year into lp:widelands

2013-01-12 Thread SirVer
thanks!
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Re: [Widelands-dev] [Merge] lp:~shevonar/widelands-website/django1.4 into lp:widelands-website

2013-01-15 Thread SirVer
Good to see you back in swing, Shevonar. The change LGTM in general - it is 
also much shorter than I would have expected :). Just one question: do you know 
if the database schema needs updating for this new version and if yes, how 
would I do this?
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Re: [Widelands-dev] [Merge] lp:~shevonar/widelands-website/django1.4 into lp:widelands-website

2013-01-17 Thread SirVer
I suggest adding a new document to the repo called transitions which contains 
revision number + links to the stuff that needs to be done for this revision to 
work - very similar than what you just wrote. It will make migration a bit 
easier.

Btw, you have push rights to trunk, right? I do not have to merge this for you, 
but I can if you want to 
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Re: [Widelands-dev] [Merge] lp:~mxsscott/widelands/955908 into lp:widelands

2013-01-20 Thread SirVer
Great - I was missing this myself quite a few times already :).

Patch Looks good - I think the in game keyboard shortcuts are also mentioned in 
the readme some place and there is also an loading screen tip. The first is 
needed, the second optional. What do you think?
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Re: [Widelands-dev] [Merge] lp:~mxsscott/widelands/955908 into lp:widelands

2013-01-21 Thread SirVer
LGTM.
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Re: [Widelands-dev] [Merge] lp:~hjd/widelands/warnings into lp:widelands

2013-01-27 Thread SirVer
Are the PARAMETER_COMPILERFLAG_EXTRAWARNINGS used by default or do I have to do 
something to enable them?
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Re: [Widelands-dev] [Merge] lp:~hjd/widelands/warnings into lp:widelands

2013-01-27 Thread SirVer
I have googled a little bit but have not found a good way to figure out which 
flags are supported on a compiler. Most projects seem to distinguish by 
compiler name and select their flags this way - of course this is suboptimal 
because you never know which version of the compiler the user has.


I merged this branch now. Let's see who will fix the warnings :). Thanks for 
putting this together - cmake remains an enigma for myself.
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